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Darwinism

Darwin’s Serum adapts to your environment and actions, giving you exactly what you need to survive in real time.

File Details

potion_of_darwinism-1.2.0-neoforge-1.21.1.jar

  • R
  • Feb 26, 2026
  • 28.02 KB
  • 10
  • 1.21.1
  • NeoForge

File Name

potion_of_darwinism-1.2.0-neoforge-1.21.1.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:darwinism-1472450:7681554"
Curse Maven does not yet support mods that have disabled 3rd party sharing

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Core Logic Refinement

  • Emergency Stabilization (Priority Fix): Re-engineered the biological priority system. Health checks now prioritize critical states; the "Overdrive" state (Health < 2) now correctly overrides the standard "Adrenaline Recovery" (Health < 7) to ensure high-level Resistance and Regeneration are applied when most needed.
  • Kinetic Jump Discharge: "Cyberpunk-style" charge jump. The procedure now intelligently checks for the presence of the Jump Boost effect before attempting to remove it, significantly reducing redundant per-tick code execution.
  • Optic Sensitivity: Refined Night Vision adaptation to trigger specifically in near-total darkness (light level < 3) for better immersion.

Performance & Stability

  • Network & CPU Optimization: Migrated all Base Attribute modifications (Swim Speed, Fall Multiplier, etc.) from the per-tick adaptation logic to "Effect Started" and "Effect Expired" triggers. This eliminates massive server-side packet spam and improves overall TPS.

  • Safety Net Implementation: Added global cleanup procedures for player respawn and world-join events. This ensures entity attributes are force-reset to vanilla defaults if the potion effect is cleared unexpectedly.

  • Sprint Tracker Stability: Refined the kinetic evolution timer to use persistent global variables, ensuring the Speed boost charge-up remains consistent even across minor lag spikes.

  • Removed Haste effect when mining.