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Project: Edgerunner - Cyberpunk

Project: Edgerunner adds a full cyberpunk-inspired cyberware augmentation system. Install implants via a Ripperdoc to boost your stats, but push too far and risk Cyberpsychosis
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project_edgerunner-1.1.1.jar

File nameproject_edgerunner-1.1.1.jar
Uploader
a24_n22a24_n22
Uploaded
Jun 22, 2026
Downloads
2.4K
Size
8.6 MB
Mod Loaders
Forge
File ID
8302764
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:project-edgerunner-1488159:8302764")

Learn more about Curse Maven

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_regeneration to config/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.core recipe 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.