1.3.2
Compatibility
Changes
📦 Paintball Mod – v1.3.2 ⚙️ Combat & Weapon Mechanics
Attack Swing Removal: Disabled the swing animation for all firearms upon firing to ensure a seamless firing cycle.
ADS Overlay Synchronization: Resolved a rendering desynchronization bug where the weapon scope overlay would flicker or fail to render during the post-shot recovery frames. The overlay is now strictly bound to the keyUse state and zoom FOV constants.
🧨 Remote Detonation System
Input Logic Refactor: Fixed a bug blocking LEFT_CLICK packets while holding the Remote item.
Right-Click: Restricted to C4BlockEntity link/unlink operations.
Left-Click: Triggers the remote detonation sequence via the network handler.
Detonation Feedback Loop: Modified the detonation handler to trigger individual chat confirmation packets for every linked C4 unit destroyed. Simultaneous detonations will now yield a 1:1 ratio of confirmation messages in the player's chat log.
🏗️ Insta-Base Implementation
Multi-Layered Audio: Integrated simultaneous WOOL_PLACE and WOOD_PLACE sound events upon base generation to provide improved acoustic feedback.
Dynamic Localization & Color Formatting: * Implemented team-color-coded chat components for both success and failure states.
Added success notification: "The Insta-Base has been created!"
Re-formatted the "Insufficient Space" error message to match the DyeColor property of the specific Insta-Base block used.
🔧 Technical Fixes
Network Handler Optimization: Fixed an issue where left-click interactions were intercepted by the client-side mining logic, preventing the remote detonator from firing correctly in certain environments.
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:SGo9RRok:jSjBJN1G"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:SGo9RRok:jSjBJN1G"
}

