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Details
0.5.6-delta
Compatibility
Required content
Changes
Complete Rewrite: This build is not a patch on top of the old gamma line, it's a ground-up rewrite of True Impact's entire damage system, physics event handling, and configuration architecture. The goal was a sturdier foundation: fewer crashes, more predictable behavior under heavy physics load, and room to keep building without fighting the old codebase. Some things you already know (block damage, cracking, Create interactions) are still here, just running on entirely new internals, alongside the new features below.
In-game configuration editing is finally here, along with a fully customizable compaction system and a batch of confirmed fixes carried over from the gamma line.
Highlights
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In-Game Config Editing: True Impact's settings can now be edited directly from the pause menu, no more digging through the .toml file by hand. Categories are laid out for easier browsing, and edits can be cancelled without saving.
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Custom Compaction Rules: Which blocks compact into which (grass into dirt, sand into sandstone, and so on), at what impact energy, and with what probability, is now fully configurable as a list you can add to and edit in-game, instead of a fixed set of hardcoded transformations.
Fixes
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Fixed block drop chance not being configurable, drops from destroyed blocks could pile up and cause lag when a lot of blocks broke at once. A new drop chance setting lets you dial this down independently of drop mode.
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Fixed tightly-fitted structure parts occasionally taking damage from resting contact instead of only from real impacts.
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Fixed terrain underneath a structure sliding along the ground being destroyed too easily compared to a direct downward impact; damage now scales properly with the actual direction of the hit.
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Fixed a crash that could occur when a physics structure was knocked over or rolled hard enough to trigger a native engine panic.
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Fixed the game crash tied to rope winches and rope connectors interacting with Sable's rope physics.
Config
- Added a large set of previously hardcoded tuning constants (crack thresholds, break formulas, confinement behavior, material base thresholds, and feedback rate limiting) to the advanced config, for players who want finer control over the damage formulas.
Optional dependencies
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:PskD6LDU:BqIgAnKV"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:PskD6LDU:BqIgAnKV"
}

