1.0.2
Compatibility
Changes
"The Logic & Chaos" Update
This update introduces complex logic systems to punish hoarding and carelessness, alongside critical bug fixes for the AI and physics engines.
✨ New Features
- Inventory Weight System:
- Implemented a 36-slot scanning loop that runs 20 times a second.
- Calculates total inventory weight based on specific "Heavy" item tags.
- Applies progressive Slowness effects based on the total count.
- Unstable Ground Overhaul:
- Blocks under the player now have a chance to turn into Air.
- Logic Update: Added a strict
IsEntityOnGroundcheck. This prevents the "Infinite Drill" bug where players would fall through the world instantly. - Safety Checks: Bedrock and Reinforced Deepslate are now immune to this effect, preventing soft-locks.
- Paranoia System:
- Added a randomized auditory hallucination engine.
- Fixed probability logic (Nested IFs) to ensure sounds play rarely (0.05% chance) rather than constantly.
- Includes Creeper Priming and Enderman Screams.
- Butterfingers: Added a mechanic that forces the player to drop their main-hand item randomly.
- Advancements: Added a custom "That's Unfair!" advancement tab to track your suffering. Achievements trigger exactly when the mechanics punish you (e.g., "Spinal Fracture" triggers the moment you get Overencumbered).
🛠️ Technical Fixes
- Fixed Crash:
InventoryWeightCheckno longer references "Current GUI," which caused the game to fail to compile. It now correctly targets the Player Entity directly. - Fixed Iterator Logic: Corrected a math error where the loop added Weight to the Slot ID (causing index out of bounds crashes). It now correctly iterates slots 0-35.
- Fixed "Drill" Physics: Adjusted the Unstable Ground probability and logic to prevent the player from falling into the void faster than the chunk could update.
- Fixed Math: Corrected the Probability checks on Paranoia sounds (switched
>to<) so they don't play every millisecond.
Good luck. You'll need it.
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:dZs5D7jD"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:pm4iYW2g:dZs5D7jD"
}

