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De-termination

This mod brutally integrates Undertale’s LOVE system into Minecraft.
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determination-2.2.6.jar

File namedetermination-2.2.6.jar
Uploader
AlsenaAlsena
Uploaded
Oct 18, 2026
Downloads
12
Size
366.2 KB
Mod Loaders
Forge
File ID
9240031
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:de-termination-1746621:9240031")

Learn more about Curse Maven

What's new

What was updated

  • Reworked Hardcore-mode save/load architecture: baseline authority moved from ledgers to disk plus snapshot files, with four copy-on-write channels and snapshot-file enumeration via  SnapshotStore.listPositions.

  • Added time-budgeted save processing:  TICK_BUDGET_NANOS = 20 ms, count cap secondary, sliding-window prefetch, and timeout scaling as  600 + targets / 8.

  • Hardened death/respawn behavior for multiplayer: only the strongest player restores, death always drops, “Terminate” sends a packet instead of disconnecting, spectators stay where they fell, husk/body-swap gates were added, and  BOUND_OWNER  UUID ownership was introduced.

  • Introduced the per-body Determination layer: spawn roll in  [1, 100], attack/defense/tracking modifiers, transfer paths,  /De  entity selectors, rollback exclusion, and the sealing gate.

  • Added three new items: Determination Detector, Toy Knife, and Fade Ribbon; also updated creative-tab order and HUD label  att:  →  atk:.

  • Expanded save-point flavor text to 224 conditional + 22 fallback lines across nine new groups; renamed “Hubris counter” to “Megalo Strike Back.”

  • Reworked client presentation: cinematic keeps its own active reference and is re-pinned every tick; save-point visibility packet gained a  self  fallback; client lookup must go through  ClientDetermination#localPlayer().

  • Finalized Toy Knife rendering through parent-model inheritance, swapped  layer0, and explicit JSON  display; Fade Ribbon uses the vanilla armor layer with manual head-rotation copying.

What bugs were fixed

  • Fixed the repeated “after loading, the world did not go back to the moment of saving” symptom by closing gaps for chunks loaded before save, clean chunks never written by  saveAllChunks, newly generated chunks, in-memory chunks, and snapshots from other dimensions.

  • Fixed baseline poisoning caused by clearing ledgers at rollback finish; ledgers are no longer cleared.

  • Fixed  getChunkNow  misuse for chunks in  pendingUnloads; memory checks now go through  LoadedChunkIndex.findChunk.

  • Fixed fixed “16 chunks per tick” budgeting and oversized prefetch that caused main-thread disk stalls.

  • Fixed ordinary-player death cancelling drops and never restoring inventory, and fixed respawn being dragged to another player’s save point.

  • Fixed the duplication source from saving unresolved intermediate states; drop suppression was removed and rollback now covers entities.

  • Fixed “Terminate” disconnecting the client and spectators being moved from where they fell.

  • Fixed husk-player handling: no-op immediate removal, missing health restore, nested rollback, and true-death branch errors.

  • Fixed cleanup by  saveId  wiping every True Knife and pendant in the world; re-issue now targets only the deceased.

  • Fixed body swaps not writing back  listener.player, which caused packets to aim at the removed entity and broke movement, camera, model, and  /gamemode.

  • Fixed save cooldown always being full due to wall-clock vs monotonic-clock mismatch.

  • Fixed the cinematic being knocked off by  ReceivingLevelScreen  during dimension changes.

  • Fixed the invisible save point after respawn caused by dropped sync packets and null  getEntity; added self fallback.

  • Fixed player-vs-player counter triggering an infinite loop by filtering  victim instanceof Player.

  • Fixed Toy Knife orientation, coarseness, color, and pose across six versions; final version inherits parent geometry.

  • Fixed Fade Ribbon model rotation handling by manually copying head  xRot / yRot / zRot.

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