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Licensed LGPL-3.0-only
Published 3 years ago
Updated 12 hours ago
All versions
0.6.6
Release
Star Wars: Blood & Beskar 0.6.612 hours ago 16
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Changes
ADDED:
- Coaxium now generates as two kinds of deposit. In the Overworld it only appears below Y -24: small one- or two-block traces, one attempt per chunk and concentrated around Y -52, plus rare pockets of up to five blocks below Y -40 in roughly one chunk in twelve.
CHANGED:
- Mining Coaxium ore (normal or deepslate) now drops 6-12 Raw Coaxium instead of one, before Fortune. Silk Touch still collects the ore block itself.
- Planets no longer drift through their orbits. Each one holds its station in the system, so the planet you can see in the sky is the planet you can actually descend to. Flying to the marker and diving used to do nothing, because the visible planet had drifted hundreds of blocks away from the spot the game accepted for re-entry. Moons still orbit their planets.
- Re-entry now triggers at the surface of the planet you can see, instead of 80 blocks above it, and the planet no longer blinks out of view during the last moments of the approach.
- Fixed "I can get to space but sometimes I can't get back down": for 40 ticks after crossing a boundary the game refused to even look for a landing target, which at cruise is 216 blocks of falling — enough to drop clean through the descent band and have to climb back up.
- Fixed being thrown straight back into space after re-entering. You arrive nose-down, so pulling up immediately used to recross the boundary; there is now a proper gap between the descent and ascent lines.
- Your ship keeps its throttle when crossing between a planet and space. Every crossing used to silently zero the throttle, so you arrived coasting to a stop with an empty throttle bar.
- A hyperdrive jump that gets refused now returns you to idle instead of playing the whole hyperspace sequence and leaving you exactly where you started.
- Ships no longer fly at double speed in space; a hull handles the same in vacuum as it does in atmosphere. Fuel burn was rebalanced to match, so it is charged on the distance and speed you actually flew.
- Flight in space and under boost is much smoother. Vanilla's movement packets cannot express those speeds — velocity was silently truncated to about a quarter of the real value, including on your own client — which is what made fast flight feel elastic and stuttery while normal atmospheric flight looked fine.
- Large performance work on flying: hull collision poses are computed once per tick instead of once per caller, small heading adjustments skip the full hull sweep, starfighters no longer scan thousands of block positions per tick looking for water, and the chunk loading ahead of a boosting ship no longer stalls the server on new terrain or simulate a 200-block tunnel of world in front of you.
- Version bumped to 0.6.6.
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:QBIRprUu:uZDejRlL"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:QBIRprUu:uZDejRlL"
}

