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2.3.1-1.21.1
Compatibility
Changes
Sensory Abyss 2.3.1
A cleanup pass on 3.3. Mostly fixes, everything structural, I still have a few visual things to fix (like water) but those will probably get lumped in with the numbed rework on update 3.4
⭐ New
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The Rites of Unmarking — fifteen new rituals, one per malady. Lift a mark off yourself at the altar. Set up the wrong rite and it refuses before it starts, so you keep your materials.
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Redstone grids have breakers — branches run off redstone torches, so you can cut power to part of your base and leave the rest running. Plus a day mode that dims your lights in daylight to bank charge.
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Every effect has its own icon instead of a vanilla placeholder. (just quick art might get an upgrade later)
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Modpack authors can lock config values and pin difficulty.
⚖️ Balance
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Sight-range eyes stack instead of only the strongest one counting.
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Class XP scales with your world's difficulty.
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Your grid panel shows your battery in nights instead of a percentage.
🔧 Fixes
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Range eyes did nothing after THE PALE landed.
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Respeccing could double-count corruption.
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The Unfed's tier-3 Consecrated Binding is in.
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Candles didn't dim as they burned down.
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One candle out lit a whole room of lamps - powered lights weren't throwing any light at night all.
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Redstone froglights dropped nothing when broken.
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Changing GUI scale blacked out the screen.
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Water was reflecting itself — the floating box, the flicker and the two-tone waves. (water still needs fixed)
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Night Vision and Conduit Power were invisible under the mod's lighting.
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The flashlight washed out in daylight.
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Survival could go pitch black and stay there.
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Fixed a render crash.
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Frames are steadier the worst hitches are down by about half.
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:HqTVssgg:46uZn6TH"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:HqTVssgg:46uZn6TH"
}

