sensoryabyssneo-2.3.1-1.21.1.jar
Curse Maven Snippet
What's new
Sensory Abyss 2.3.1
A cleanup pass on 3.3. Mostly fixes, everything structural, I still have a few visual things to fix (like water) but those will probably get lumped in with the numbed rework on update 3.4
⭐ New
- The Rites of Unmarking — fifteen new rituals, one per malady. Lift a mark off yourself at the altar. Set up the wrong rite and it refuses before it starts, so you keep your materials.
- Redstone grids have breakers — branches run off redstone torches, so you can cut power to part of your base and leave the rest running. Plus a day mode that dims your lights in daylight to bank charge.
- Every effect has its own icon instead of a vanilla placeholder. (just quick art might get an upgrade later)
- Modpack authors can lock config values and pin difficulty.
⚖️ Balance
- Sight-range eyes stack instead of only the strongest one counting.
- Class XP scales with your world's difficulty.
- Your grid panel shows your battery in nights instead of a percentage.
🔧 Fixes
- Range eyes did nothing after THE PALE landed.
- Respeccing could double-count corruption.
- The Unfed's tier-3 Consecrated Binding is in.
- Candles didn't dim as they burned down.
- One candle out lit a whole room of lamps - powered lights weren't throwing any light at night all.
- Redstone froglights dropped nothing when broken.
- Changing GUI scale blacked out the screen.
- Water was reflecting itself — the floating box, the flicker and the two-tone waves. (water still needs fixed)
- Night Vision and Conduit Power were invisible under the mod's lighting.
- The flashlight washed out in daylight.
- Survival could go pitch black and stay there.
- Fixed a render crash.
- Frames are steadier the worst hitches are down by about half.
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