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1.0.9
Compatibility
Required content
Changes
In this update, we have completed:
1.Fixed all known bugs reported in the previous 1.0.9-beta version! This was an extremely complex engineering task, but the final results are satisfactory enough for me.
2.Optimized all item tooltips to more intuitively display functionality and detailed values across different modes.
3.Most importantly, we separated all potentially crash-causing Unsafe code! Now you can choose whether to enable Unsafe code and Strong Defense code based on your usage needs. When enabled, they will greatly enhance the mod's power, but at the cost of compatibility and stability (though in current testing, only Alex's Caves showed complete incompatibility issues, which I've tried my best to resolve). If you're not aiming for maximum power, you can completely disable these 2 configuration options. Additionally, I optimized the entire configuration system, making it a server-exclusive single config file to control all configurable aspects, but now you need to manually close the save once and re-enter to immediately apply all configuration changes.
4.Balance changes: Weakened the Justified Defence shield code strength, changing it from mixin-driven back to event-driven. Weakened The-Last-End Sword Wraith's numerical growth curve - it's no longer tied to The Last Sword's extra attack damage values, but has its own linear growth value control.
5.Added a simple shader to The Last Sword, replacing the previous dynamic textures. Additionally, we added a mining range preview to Powerful Mining Mode! No more worrying about accidentally damaging your important blocks.
6.Many other small changes, but I'd rather you explore them yourself. In summary, version 1.0.9 official release is stable enough to be a long-term usable stable version.
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:naW7WZy0:Gxlmj6Lp"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:naW7WZy0:Gxlmj6Lp"
}

