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Details
0.9.6
Compatibility
Changes
Matchbox 0.9.6 - Nick System, Sign Mode, Skin & Stability
Nick System
Players can now compete under custom nicknames that activate when a game starts and are removed the moment it ends. Nicks are session-scoped, unique per session, and persist as a preference across restarts.
/mb nick <name>- set a nick (3-16 chars, letters/numbers/_/-)/mb nick random- generate a realistic-looking random username/mb nick reset- remove your nick- Admins (
matchbox.admin) can set, randomise, or reset any player's nick - Action bar reminder shows your active nick while outside a game
Sign Mode
When sign-mode.enabled: true, players communicate by placing signs during the swipe phase instead of typing in chat. Each player receives a sign kit at swipe start; all placed signs are automatically cleaned up when discussion begins or the game ends. Normal chat is suppressed while sign mode is active.
Skin & Visual Changes
- Skin rendering upgraded to use ProtocolLib player-info packet rewrites for more consistent updates across clients
- Steve fallback improved - all players receive a consistent classic Steve skin when lookups fail (offline mode or API unavailable)
- Paper compatibility raised to 1.21.11
Bug Fixes
- Eliminated players no longer appear in game chat (cache was not cleared on death)
- Arrow tracking is now per-session - a round reset no longer affects players in other concurrent sessions
- Players with failed state backups are now excluded from the game entirely rather than being left in a broken state
- Win screen now correctly shows the Spark's display name instead of their UUID on disconnect
- Delusion decay timer is now cancelled on session end
- Random skin preloading no longer silently fails on malformed UUIDs
- Hologram cleanup is safe during plugin shutdown - no new scheduler tasks are created while disabling
- Session player limit fixed - min/max validation now accepts the full
2-20range - Default config spawn world corrected from
m4tchb0xtypo tom4tchbox
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:umketzP5:MLozp8wT"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:umketzP5:MLozp8wT"
}

