Cosmic Breach 1.1.0
Curse Maven Snippet
What's new
Before you update
- 1.0.x clients cannot join a 1.1 server. Everyone on a server, and the server itself, needs 1.1.0. If you shared a pack with friends, send them the new one.
- Dedicated servers need
allow-flight=trueinserver.properties. The mod's movement (dashes, mounts, the fall up through the ring, and now the lifts and currents below) can look like flying to vanilla's anti-fly check, and without the setting players get kicked. - Worlds from 1.0.x load as they are. Anything the mod places in the world itself (new terrain features, bigger asteroids) only appears in chunks you have not generated yet. Everything else in this list works in your existing world.
The levels feed you now
You no longer have to go back to the overworld for food, leather, string or tools. Every level provides what its recipes need, and the Starfall Codex says where to find it.
- Level 1: wild Lumen Stags drop Lumen Venison (sear it in a furnace) and Starhide, the Reach's leather. Halo Moss sometimes drops Halo Berries. Fallen Driftwood lies on many islands; where there is none, Halo Moss can be crafted into planks. Starfall Stone makes stone tools and a furnace. Smelt Raw Starsteel into ingots and craft a Starsteel Pickaxe, which mines whatever an iron one does.
- Level 2: wild Drift Mantas drop Manta Fillets (sear them) and Starhide. Crush Rimeglass into Rime Thread, the Drift's string. Nebulite Ingots make a Nebulite Pickaxe, which mines whatever a diamond one does.
- The forge accepts Starhide in place of leather, Rime Thread in place of string and Starsteel in place of gold, so none of its recipes needs an overworld item any more.
- A tamed Lumen Stag or Drift Manta gives nothing but its saddle and gear when it dies, so a mount you have bonded with never turns into a meal.
- Later levels feed you in the same way. Nothing in the mod asks for the overworld any more.
Level 2 is easier to cross
- Asteroids are bigger and closer together, with small stepping stones across many of the wider gaps. Most gaps are now a running jump.
- Some gaps are still wide on purpose. A dash in the air, the low gravity window, the Driftweave's Drift or a Drift Manta still matter for the open lanes between belts.
- This only changes chunks you have not generated yet. The Codex's description of the crossing is rewritten to match.
The flying armor knights give you a fair window
You can now fight them on foot, not only from a mount.
- Every two or three lance volleys a knight tells for about a second (the blades swell and glow gold and a rising call sounds), drops to your level beside you, and cuts once. The cut can be parried.
- New: a glint and a rising whine sound about a quarter of a second before the cut lands, so you can time the parry. If rock is in the way the knight skips the dive instead of burying itself in it.
- After the cut it hangs within sword reach for about two seconds, core exposed, before it climbs back. It follows you if the cut shoves you or you step away.
- A stunned knight now sinks slowly to your level (or onto the rock beneath it) instead of falling into the void.
- Whatever a knight drops goes to the player who kills it, even over open sky, so a kill is never lost to the void.
- A mount is still the stronger way to fight them, and a rider is never dived at.
Mounts can be parked
- The Stable Crystal (a Forge I recipe from level 1 materials) stows one tamed mount with everything on it, health, saddle, name and owner. Use it on your mount to stow it and on a block to set it down beside you. It works for every mount in the mod.
- A parked mount takes no damage from you or from the weather and no longer drifts away.
- A tamed mount that drops below its level climbs back to its last safe spot, and the gap that throws a rider back up now carries the mount with them.
- A newly tamed Drift Manta swims to you and waits within reach. A wild one comes to the rock's edge, within reach, when you hold the taming item.
The second boss's arena lifts you back up
- If you fall below the arena on foot, the air under it catches you, slows your fall (no damage) and lifts you back onto the nearest platform, in well under ten seconds.
- The air vents are now easy to see from across the arena, with a rising stream above each and a sound you can hear from a distance. A caught player trails a ribbon of wind.
- The lift still works after the kill, so nobody is left stranded when the fight's last coil vanishes. It never touches the boss.
- The Codex mentions it.
Shrines
- Every boss has a shrine near its arena, each with its own design. Right-click one to save your place: you respawn beside it, and each player saves for themselves.
- While your respawn is a shrine, dying anywhere in the mod's levels keeps your whole inventory and your experience. You wake beside the shrine with all of it. Sleeping in a bed, or saving at another shrine, replaces the save. Dying outside the mod's levels works as in vanilla.
- Shrines cannot be broken, and neither the Wither nor the Ender Dragon can remove one.
- Shrines are placed by the mod itself at each arena, so worlds you already have get theirs too.
The way back up
- From level 2 a golden current rises at the spot where the gap drops you, and carries you up to the shrine on level 1. Walk or jump into it, or hold jump in it; sneak to let go.
- A player falling in from above is never caught by it, so the drop down still works as before.
- Level 1's way home is still the return portal. Deeper levels have their own way up, and the Codex tells you.
Bosses talk
- Every boss now speaks, with on-screen captions. The Prism Colossus and the Thalassine Leviathan have voices of their own, and the others have theirs.
- They react to the fight: how it starts, the damage, the weapon in your hand, what you wear, how you are doing and the kill. They make jokes now and then.
- A line never holds back an attack. The Leviathan only speaks between attacks, so its song still warns you of the next one, and a line that does not fit the gap is skipped.
- The boss's music dips under a line, so you can hear it.
The forge
- Hover any item anywhere on the forge screen (the recipe list, the inputs, the result, the upgrade preview) for its full tooltip, with stats and tier, as in your inventory.
- The chosen item's name and details always fit: they wrap, then shrink, and the full text is in a tooltip when something still has to be shortened. Checked at GUI scales 1, 2 and 3.
- The recipes are split into tabs, with an icon and a name on hover: weapons, armor, tools, mount gear and other. A tab only appears when it has recipes. The forge remembers the tab you used last.
- Every recipe now names its tab in its data, so future content slots in by itself.
Fixes
- An upgraded sword, and the other upgradeable weapons and armor, no longer flicker along the edge of the tier outline.
- The flying knights' blade rings no longer look like giant glowing blue balls from far away. Close up they are as before, farther out they thin and fade, and they are never drawn when the knight is not.
- A rare respawn case that could lose items after a death is fixed.
Credits
- The boss voices (and a few effects) were made with ElevenLabs under a paid plan with a commercial licence. Voices by ElevenLabs (elevenlabs.io). They are credited in the mod list and in CREDITS.md.
- Everything else is original to this mod. Code is MIT, assets are All Rights Reserved, and the permission statement (free to play, include in modpacks, make videos and streams, monetized ones included) is unchanged.
Requirements
Minecraft 1.21.1 with NeoForge 21.1.252 or newer, GeckoLib 4.9.3, playerAnimator 2.0.4, Curios API 9.5.1 and GuideME 21.1.19. The jars are in one folder after gradlew build releaseMods. Install on the client and the server.
This mod has no additional files

