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0.3.0-pfi-beta1
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Ping For It 0.3.0 beta update
This update improves how markers work with moving Sable builds, adds more targeting options, and makes marker timing easier to customize.
What's New
Sable targets that keep up
- Markers on Sable blocks now stay locked to the right object when a sub-level moves, splits, or rotates.
- Sable block and block-entity outlines are smarter and fall back gracefully if a fancy visual isn’t available, so your marker outline won’t disappear.
New targeting options
- Left Shift: toggle transparent-block selection.
- Left Ctrl: toggle allow blacklisted targets.
- Left Alt: toggle whether mark fluids.
All default to off and can be changed in client settings.
Improvements / Fixes
Marker & HUD improvements
- HUD notices now show for 2 seconds and fade over 1 second. You can scale them from 0% to 500%.
- New client setting for how long markers stay visible:
0means follow the server, or choose 1–60 seconds. - Server sync duration is now editable.
- Expired markers can stay visible until their display time runs out, while other removals disappear immediately.
Integration & compatibility
- Create SuperGlue and Aeronautics honey glue are ignored during normal targeting. Use
Left Ctrlas default key to toggle whether they should be marked. - Create/Flywheel and Sable support stays optional and fail-soft: if something is missing or unsupported, normal targeting and outlines still work.
- Heads-up: this version isn’t network-compatible with the original mod, so make sure your server and client are on this version.
Fixes
- Fixed modifier keys firing while a screen is open.
- Fixed Sable targeting sometimes using the wrong level.
- Huge coordinates no longer cause broken or jittery outlines.
- Delayed marker-creation messages can’t bring back markers that were already removed.
- Refreshed Sable markers now update in place instead of looking like new markers.
Happy pinging! This mod is still in development. Try it, and open issues with your thoughts / feedbacks / encountered bugs. I'll welcome them!
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:8iswqgeN:7i1ewAra"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:8iswqgeN:7i1ewAra"
}

