project_edgerunner-1.1.1.jar
Curse Maven Snippet
What's new
This is a bugfix-focused release for multiplayer stability, dimension handling, config polish, and dependency cleanup.
Multiplayer / Crashes
- Fixed a dedicated server crash caused by Sandevistan temporal combat visual effects trying to use client-only particle code.
- Replaced the remaining Lodestone-based Sandevistan combat FX path with server-safe vanilla particles.
- Added safeguards so failed temporal attack visual effects log a warning instead of crashing the server.
- Hardened Sandevistan runtime ticks so one broken temporal field or player state is cleaned up instead of taking down the server.
Dimensions / Player Data
- Fixed cyberware data not being fully preserved when returning from the End portal after the dragon fight.
- Fixed cyberware HUD/state resync after dimension changes.
- Fixed Ripperdoc cinematic positioning outside the Overworld; player lock/teleport commands now execute in the player's current dimension.
- Sandevistan temporal bubbles now clean up correctly when the owner changes dimension.
Config / GUI
- Added
allow_cyberware_natural_regenerationtoconfig/cyberpunk-server.json. - Added the natural regeneration toggle to the in-game Gameplay config tab.
- Fixed text overlap in the config screen server settings panel.
- Server config sync now includes the natural regeneration setting for multiplayer clients.
Dependencies / Compatibility
- Removed mandatory Lodestone and Gravestone Core requirements.
- Replaced remaining
grave.corerecipe ingredients and guide references with Palladium or vanilla materials. - Changed Sandevistan exhaust particles from Lodestone smoke to vanilla cloud particles.
Gorilla Arms / Effects
- Added internal Electroshock and Cryolock effects to replace dependency-specific shock/freeze effects.
- Added synced visual layers for cyberware status effects.
- Electric Gorilla Arms now render first- and third-person arm-local sparks while the Electric augment is charged and the arms are active, without changing the base arm texture.
- Fixed Gorilla Arms electric/frozen augments to use the new internal effects.
- Electroshock now stops mob movement, pathfinding, and attacks without using
NoAI, so knockback and gravity still work. - Cryolock now deals shatter damage when the freeze expires instead of relying on damage over time.
- Improved AI restoration when Gorilla Arms grab overlaps with Electroshock or Cryolock control effects.
- Reduced Gorilla Arms elemental augment cooldown from 30 seconds to 15 seconds.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

