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Licensed CC-BY-NC-SA-4.0
Published 6 months ago
Updated 3 months ago
All versions
1.1.1
Beta
Project: Edgerunner - Cyberpunk 1.1.14 months ago 970
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Required content
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Changes
This is a bugfix-focused release for multiplayer stability, dimension handling, config polish, and dependency cleanup.
Multiplayer / Crashes
- Fixed a dedicated server crash caused by Sandevistan temporal combat visual effects trying to use client-only particle code.
- Replaced the remaining Lodestone-based Sandevistan combat FX path with server-safe vanilla particles.
- Added safeguards so failed temporal attack visual effects log a warning instead of crashing the server.
- Hardened Sandevistan runtime ticks so one broken temporal field or player state is cleaned up instead of taking down the server.
Dimensions / Player Data
- Fixed cyberware data not being fully preserved when returning from the End portal after the dragon fight.
- Fixed cyberware HUD/state resync after dimension changes.
- Fixed Ripperdoc cinematic positioning outside the Overworld; player lock/teleport commands now execute in the player's current dimension.
- Sandevistan temporal bubbles now clean up correctly when the owner changes dimension.
Config / GUI
- Added
allow_cyberware_natural_regenerationtoconfig/cyberpunk-server.json. - Added the natural regeneration toggle to the in-game Gameplay config tab.
- Fixed text overlap in the config screen server settings panel.
- Server config sync now includes the natural regeneration setting for multiplayer clients.
Dependencies / Compatibility
- Removed mandatory Lodestone and Gravestone Core requirements.
- Replaced remaining
grave.corerecipe ingredients and guide references with Palladium or vanilla materials. - Changed Sandevistan exhaust particles from Lodestone smoke to vanilla cloud particles.
Gorilla Arms / Effects
- Added internal Electroshock and Cryolock effects to replace dependency-specific shock/freeze effects.
- Added synced visual layers for cyberware status effects.
- Electric Gorilla Arms now render first- and third-person arm-local sparks while the Electric augment is charged and the arms are active, without changing the base arm texture.
- Fixed Gorilla Arms electric/frozen augments to use the new internal effects.
- Improved AI restoration when Gorilla Arms grab overlaps with Electroshock or Cryolock control effects.
- Reduced Gorilla Arms elemental augment cooldown from 30 seconds to 15 seconds.
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:tndNvJxA:oksjFxmh"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:tndNvJxA:oksjFxmh"
}

