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All versions
1.0.2
Release
Memory Leak 1.0.2last month 203
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Compatibility
Minecraft: Java Edition
26.1.x
Platform
Fabric
Supported environments
Client and server
Changes
Memory Leak — Changelog
[1.0.2] — 2026-08-19, 22:56
Visual Improvements
- Block rot visuals completely reworked. The overlay is now stable — no flickering, no layering artifacts, and no floating geometry. The visual layer is drawn directly onto the block surface, eliminating any rendering artifacts.
- New rot textures and particles added. Instead of vanilla cracks and standard particles, custom visual effects have been introduced: dark particles with a cold tint drift from infected blocks, creating a more organic and atmospheric decay effect. Vanilla crack textures are no longer used for rotting blocks.
- Rot visuals can no longer get stuck. After chunk unloading, teleportation, or server-side stage desync, any stale local overlay is automatically cleared after a short timeout. Under normal play, the server updates visible stages well before this timeout.
- Mob rot visuals enhanced. Infected mobs now consistently display rot effects with increased visibility.
Meta Effects
- Extremely rare environmental effects restored. In deep decay stages, roughly once every 20–40 minutes of playtime, one or two blocks near the player may temporarily disappear for a short time, then return to their original state. Containers, functional blocks, portals, and utility blocks are excluded; no drops are created; player blocks are not overwritten on restoration.
Sound Design
- Background audio cues rebalanced. The pacing of ambient sounds is now smoother and more predictable — no random bursts or extended silence.
Balance
- Early game is noticeably calmer. Fresh worlds now have a grace period before the first anomalies appear, and the first structural changes appear significantly later. The initial quiet window after world load has been extended.
- Event tempo is now more consistent overall. Intervals between all major effects are more predictable — the experience feels like a gradual buildup rather than a random sequence of silence and spam.
- Pacing of intense events has been smoothed. Even at peak, intense effects cannot occur too frequently, and large scenes no longer queue up.
- Fear escalation is now gentler. The intensity curve rises more smoothly — healthy worlds are more patient, and critical phases are denser but no longer turn every system into a constant stream.
- Some structures now appear significantly less frequently and farther apart, with an increased exclusion zone around the world spawn.
- Aggressive mob behaviors dialed back. Random mob attacks no longer begin at high integrity — they are now limited to late-phase gameplay, with personal cooldowns, fewer simultaneous aggressive mobs, reduced damage, and only one attack per pulse.
- Some events are now rarer. Personal cooldowns have been added, spawn chances and attempts reduced, and the maximum number of affected creatures lowered.
- Landscape-altering effects are now fully reversible. They only affect shallow surface layers and do not create permanent changes.
- Rare structure transfer effects now occur less frequently, with increased exploration requirements and longer cooldown periods after each appearance.
- Anomalies at high integrity now appear less frequently. Intervals have been increased, and structural changes at high integrity are now noticeably rarer.
Bug Fixes
- False effect display in other dimensions fixed. Visual effects are now properly restricted to the Overworld only.
- Visual effects no longer persist between worlds. Visual layers exist only in client memory and are fully cleared when leaving a world or changing dimensions. No blocks or entities are created in the save.
- Inventory anomaly is now safe. Only exact markers created by the mod are restored; ordinary items can no longer be accidentally affected. Concurrent effects on the same slot are prevented.
- Sleep effects no longer get stuck. States are properly reset after waking, allowing future sleep events to trigger correctly.
- Debug screen overlay now works reliably. Effects are applied directly to existing text without blocking the standard interface. Intensity scales with world integrity.
- All event systems now properly reset between sessions. Systems now start with the actual, saved state of the world rather than resetting on every login. This eliminates the wave of events that previously occurred on every world entry.
- Certain visual effects now work correctly. They activate at the appropriate thresholds with proper intervals.
- Hostile entities now respect balance settings. Their characteristics, spawn thresholds, and damage are now properly configurable. By default, they appear less frequently and are less dangerous.
- Exit effect is now more reliable. The exit button no longer creates a false impression — the game continues to close normally.
- Creature anomalies no longer persist after world exit. States are properly restored on server stop. Multiple anomaly effects on the same creature no longer stack incorrectly.
Technical & Configuration
- All visible mod text is now compiled into the code. Language files have been removed from the build entirely. All text is stored in compiled classes, meaning text cannot be replaced by resource packs, and reading mod files reveals nothing about the lore.
- Language support updated. The mod now supports auto-detection (based on Minecraft's language), English, and Russian. Any non-Russian Minecraft language defaults to English.
- Configuration file is now minimal and spoiler-free. Only a few user-facing settings remain in the file. All other settings are now transient — they keep their values in code but are no longer written to the file.
- Visual effects are now enabled by default.
- Effect management command is now available to all players. It no longer requires operator privileges. Debug functions remain locked.
- World snapshot saving is now atomic. Snapshots are first built in a temporary folder and only moved into place after a successful copy, preventing corruption from a failed save.
- Configuration and service files are now written atomically. Files are first saved to a temporary file and then swapped into place. An abrupt game shutdown should no longer leave these files empty or truncated.
- Player state markers are now saved correctly. States persist between server restarts, preventing unwanted repeated effects.
- Container cleanup now correctly saves changes.
- Diagnostic output now uses the standard logger. Debug messages are suppressed in normal play.
- The log is now clean for normal players — only errors are logged. Diagnostic lines are hidden so that effects are not exposed to anyone checking the logs.
Performance & Stability
- World snapshots no longer corrupt on shutdown. The snapshot build process has been made safer — the previous working version is retained if the new copy fails.
- Visual effects now appear instantly. On the first frame after entering a world, effect states are synchronized with the actual world state, rather than slowly ramping up from zero.
- Improved error handling throughout. The entire pipeline is wrapped in fail-safe protection.
- Effects now scale smoothly with world state. At high values, the screen is nearly clean; as conditions worsen, effects intensify gradually with no sudden jumps.
- At critical states, the game remains playable. All effect ceilings have been lowered.
- Event interval ranges have been tightened. The random spread on all systems is now more predictable.
- All event systems now follow a unified rhythm. A minimum gap between effects is enforced, ensuring steady pressure even at peak.
Notes
- This is a significant polish and maintenance release. The mod is now more stable, better balanced, and visually improved across the board.
- The lore is now protected at the code level — text is no longer visible in resource packs or mod files.
- Several balance changes will make the early game feel noticeably different — slower, calmer, and more atmospheric.
- The visual pipeline has been completely reworked for smoother, more responsive display. Effects are enabled by default and scale with world state in real-time.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:yaH5IMDs:iOUSosee"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:yaH5IMDs:iOUSosee"
}

