1.0.1
Compatibility
Changes
Changelog: The "No More Mercy" Update
We realized the game was accidentally treating you too nicely. That has been corrected. This update fixes core AI behaviors and ensures that the threats intended to end your run actually function as promised.
🛠️ Major Fixes
The "Rabies" Mechanic (Passive Mobs)
- Fixed: Cows, Sheep, and Pigs previously looked angry but wouldn't actually hurt the player due to vanilla AI limitations (passive mobs lack attack tasks).
- The Solution: We implemented a custom Manual Distance Calculation engine.
- Replaced standard AI targeting with a raw mathematical check (
Δx² + Δy² + Δz²). - The mod now manually calculates the 3D distance between the animal and the player in real-time.
- If a rabid animal gets within 3 blocks, damage is dealt directly to the player, bypassing the need for attack animations.
- Replaced standard AI targeting with a raw mathematical check (
- Result: Rabid animals now apply a Speed II buff and legitimately bite you. Run.
Phantom Creepers
- Fixed: An issue where the invisibility potion wasn't applying fast enough upon spawning, leaving Creepers visible.
- The Solution: Migrated the logic from the
OnEntitySpawntrigger to a persistentOnEntityTickmonitor. - Result: Creepers are now properly, completely invisible from the moment they exist. You will not see them. You will only hear the fuse.
🕯️ New Mechanics
Torch Burnout
- Added: A global scanner that checks for vanilla Torches near the player.
- Effect: Torches placed by the player now have a random chance to extinguish (break) automatically, forcing you to constantly maintain your light sources or be consumed by the dark.
Note to players: The math engine for animal attacks is highly optimized (using squared distance rather than square roots) to ensure your game runs smoothly while you are being trampled by cows.
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:pm4iYW2g:3WiuoNIj"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:pm4iYW2g:3WiuoNIj"
}

