Tags
Creators
Details
All versions
0.9.3
Release
Saint's Dragons 0.9.33 days ago 8,454
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Required content
Unavailable version
Changes
Saint's Dragons - 0.9.3
Ivy's dialogue updated for zh_cn thanks to KB2285
Atroxiia:
- New double-tap W slither ability
Mossback:
- Baby Mossback (it dies when you throw it)
Compat:
- Reworked the Blood Tempest Katana’s chain-lightning hit detection for broader mod compatibility, preventing potential startup crashes when other mods modify player melee attacks. Known crashes: Spoorn and Brutality
- Fixed Blood Tempest afterimages not rendered correctly while using Epic Fight
- Fixed Draconian Armor missing texture while using Epic Fight
- Fixed Dragonlord Armor can't double-jump with Prominence modpack
- Potentially fixed Real Camera 1st person alignment
Fixes/Improvements:
- Ivy now ignores tamed pets from her recruiter and whitelisted players + their tamed pets, so she can no longer square up with Tremorzilla
- Made Ivy's house rarer
- Ground dragons + babies won't jump in place anymore when following the owner if they are positioned lower than the owner's current position
- Forgot about Atrox and Powdered Snow. Fixed now
- Each moving one-shot now plays exactly once per playback event
- Legitimate repeated sounds restart correctly instead of being mistaken for duplicates
- Duplicate packets update the existing playback without restarting it
- Sounds retry only while waiting for the matching dragon to reach the client
- Active moving sounds are cleared across world and dimension changes
- Greatly improved the smoothness and elegance of wild dragons flying
- Removed the stop-turn-move stuttering that could occur between path nodes
- Dragons now maintain momentum while turning, ascending, and descending instead of performing each action separately
- Improved long-distance navigation by allowing dragons to follow useful partial routes and seamlessly continue planning toward their destination
- Improved diagonal movement and route selection in open air
- Improved path recovery when terrain changes or an existing route becomes outdated
- Removed unnecessary vertical bias near the final waypoint
- Improved arrival, landing, and close-range movement behavior
- Added continuous swept-AABB collision detection using the dragon’s actual physical size
- Dragons can now detect obstacles anywhere along their movement instead of only checking individual destination points
- Reduced tunneling through thin blocks and collisions at higher flight speeds
- Added live collision validation while following snapshot-generated paths
- Missing chunks and terrain outside the captured search area are treated as blocked rather than unsafe open space
- Context-sensitive blocks—including modded blocks with dynamic collision shapes—are safely evaluated on the server thread
- Fixed entering water immediately canceling a dragon’s active movement
- Added a proper handoff between flight and swimming navigation
- Dragons spawned in water and dragons entering water during movement now use the same navigation rules
- Improved swimming clearance checks to account for the dragon’s full body size
- Improved recovery when the requested swimming destination is not itself a valid water position
- Completely reworked asynchronous flight, swimming, and ground pathfinding to avoid accessing live worlds, chunks, or entities from worker threads
- Path searches now operate on immutable terrain snapshots captured by the server thread
- All path results and entity changes are returned to the server thread before being applied
- Improved navigation consistency across singleplayer, locally hosted servers, dedicated servers, and third-party hosting environments
- Added bounded pathfinding capacity to prevent large dragon or swarm bursts from producing excessive queued work or retained world snapshots
- Added cooperative cancellation for obsolete and interrupted path searches
- Outstanding path requests are now safely canceled when the server shuts down
- Removed obsolete flight evaluators that retained unsafe live world and entity references
- Swarm flight now uses the same safe snapshot-based navigation foundation as persistent dragons
- Improved swarm path cancellation, queue handling, and stale-result protection
- Reduced the performance and memory impact of spawning many flying entities simultaneously
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:rjcsjwEU:1Mjlec0M"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:rjcsjwEU:1Mjlec0M"
}

