skyblock-simplified-sbs-1.0.0-beta.5.jar
Curse Maven Snippet
What's new
SkyBlock Simplified — 1.0.0-beta.5
Requires Minecraft 26.2 with Fabric. Client-side only; nothing is installed on a server.
Nine changes since beta 4. A new Wardrobe page with the SBS cape on it, the vanilla recipe book brought into the SBS design, and the equipped-loadout widget fixed so it is correct the moment you log in rather than after you open the menu.
Beta 4 never appeared on this page, so a short summary of it sits at the end. If you are coming from beta 3, that is the build that brought the Critter Safari, the Diana toolkit and Item Protection.
What's new in beta 5
Released 2026-09-07 — 9 changes
A Wardrobe page, and an SBS cape to go on it
New Wardrobe section in the settings, between Visuals and Quality of Life, for what the mod draws on you rather than on the world. The first thing in it is the SBS cape: a deep navy cape with the SBS badge on the back, on by default.
Worth knowing before you go looking for it. Your client paints the cape on after Hypixel has said what your skin is, so only you can see it - it is not a cape on your account and nobody else's game knows about it. You will see it in third person and in the inventory preview. While it is on it replaces whatever cape the account already has, so if you own a Mojang cape and want it back, switch this off. Wearing an elytra hides it, the same way any cape is hidden. 2026-09-07
The recipe book is drawn in the SBS design
Opening the recipe book on a reskinned inventory put a grey vanilla page next to an SBS one - it sits beside the menu rather than inside it, so the panel that covers the menu never reached it. It now gets the same panel, so the two read as one window. Everything on the book is untouched: the search box, the category tabs, the filter, the recipes and the page arrows all draw exactly as before, on top of it. With the SBS overlay switched off the book is vanilla down to the pixel. 2026-09-06
The recipe book's tabs and filter button have their icons back
With the SBS overlay on, the recipe book's category tabs and its filter button were empty boxes. The overlay repaints vanilla buttons as an SBS card with their label written in the middle, and those buttons have no label - the icon is the whole button - so the card covered the icon and wrote nothing in its place. Any vanilla button whose art is its own icon now keeps its normal look instead, at any size. 2026-09-06
The equipped-loadout widget comes back complete after a restart
The card on your HUD needed you to open the Loadouts menu after every launch before it would show anything but bare armour. It worked out which loadout you had on by looking at your body, and your body is the one thing that is not ready when the card first draws - so it fell back to showing your gear with none of the things that only the loadout itself knows: your equipment, your tunings, your accessory power, your HOTM and HOTF.
It now remembers which slot you were last proven to be wearing, saves that with the rest of the loadout cache, and reads it back at startup. The full card is there on the first frame - equipment, tunings, power, perks and the name you gave the slot - without opening the menu or touching a piece of armour. The remembered slot is only ever written when your helmet actually proves which loadout you have on, so it cannot be taught a wrong answer and then keep it.
One thing it cannot do is invent data that is not in the cache. A slot whose details were lost by the overwriting bug fixed alongside this still needs one visit to the Loadouts menu to be relearned - after that it survives restarts like the rest. 2026-09-06
The loadout widget knows which loadout you are wearing before you open the menu
The HUD card needed the Loadouts menu opened once per session before it would name your loadout. Until you did, it fell back to showing the gear on your body — which meant no name, no equipment, no tunings and no HOTM/HOTF, because those live only in the loadout's own description and not on the armour you are wearing.
It was matching your helmet against armour it had captured, and armour is only ever learned while a loadout is on your body or its menu is open — so a perfectly good saved loadout could have none. It now matches against the loadout's own menu item, which is saved with every loadout and is the same thing the Loadouts menu itself matches on. Nothing new is stored: the widget has always read the menu's own cache, it was just asking it the wrong question. 2026-09-06
Choose per slayer whether minibosses stay boxed during the boss fight
Miniboss boxes used to stay up for the whole quest. Before the boss spawns that is exactly what you want; once you are in the fight it is usually one more box competing with the boss's own, and whether that is a help or a nuisance depends on which slayer you are doing. So it is now one switch per slayer, under Slayer, and all five start off — the boxes disappear when your boss spawns unless you say otherwise. The Miniboss Alert is untouched: it fires once per miniboss, and something that happens once is not the clutter this is about. There is no row for the Riftstalker because the vampire slayer has no minibosses. 2026-09-06
The equipped-loadout widget knows which loadout it is again, and costs a lot less to draw
The card on your HUD was falling back to "whatever is on your body" whenever it could not prove which loadout that was, and the body knows nothing about your accessory power, your tunings, your equipment, your HOTM/HOTF or the name you gave the slot - all six live in the loadout's own lore. Swapping a single piece by hand was enough to lose the lot, and the card just said "Equipped". It now falls back to the loadout your armour most resembles - at least two pieces, and only when one loadout matches better than every other, so two loadouts wearing the same set still refuse to guess.
The same card was also rebuilding a whole player render state every frame, four armour models and a skinned head with them, from stacks rebuilt out of its cache. While you are wearing that loadout it now draws the armour off your own body instead - the same gear, but the stacks the game has already resolved. Nothing about how armour is coloured changed; it is the same renderer, given warm inputs. 2026-09-05
SBS panels stay in front of other mods' overlays, unless you would rather they did not
Which mod's overlay ended up on top of which was never decided by anybody — every mod paints over a menu from the same place in Minecraft's own code, and whoever happened to be last won. If that came out the wrong way round you got an SBS panel with somebody else's overlay through the middle of it, and nothing you could set to fix it.
The mod's own panels, windows and popups are now drawn at the very end of the frame, above anything else painted over the menu. SBS Overlays On Top, in the SBS Overlay settings, turns that off again if you would rather see another mod's overlay over ours.
One honest limit: a mod that also draws at the very end of the frame is in the same place we are, and then it is down to chance again — the same chance as before. Nothing can put itself on top unconditionally. 2026-09-05
Pick the colours for the God Potion and Cookie Buff readouts
Both timers - the Custom Scoreboard rows and the HUD cards - were written in a lavender and an amber that appear nowhere in SkyBlock. There are now four colour rows under Active Buffs: the buff's name and its remaining time, for each of the two buffs. The defaults are taken from the game rather than chosen: the God Potion's name in red with its time in pink, the Booster Cookie's name in legendary gold with its duration in green. Clear a colour to put it back to its default. The scoreboard row and the HUD card read the same four settings, so one number is never two colours. 2026-09-05
What you missed in beta 4
Released 2026-09-05 — 41 changes. The full entries are in //github.com/yt676000/Skyblock-Simplified-SBS/blob/main/CHANGELOG.md" rel="noopener nofollow" target="_blank">https://github.com/yt676000/Skyblock-Simplified-SBS/blob/main/CHANGELOG.md" target="_blank" rel="noopener noreferrer">CHANGELOG.md; this is the short version.
Three features arrived whole. The Critter Safari got a set of tools: a finder for the critters that hide from you, the Hideyho hide-and-seek walk, a sparkling-critter highlight, and marker sets for the quest bells, the Gemzie spots, the Troodon spawns and the walls Snoozles hide behind. The Diana toolkit reads the burrow particles, fits the spade's arc, follows a chain and marks the Sphinx's answer. Item Protection lets you mark an item so it cannot be dropped, sold, salvaged or fed to a menu that consumes it — and it now stands in the way of a Bazaar sale and an NPC shop sale, which are button presses rather than item moves.
More things to see. A Sea Creature Announcer that says what your rod hooked, a ping marker for whatever your crosshair is on, a card for the Sweep you are really chopping with, a shopping list of the shards you are still missing beside the Attribute Menu, and the real cost of maxing an essence shop. Honey trees remember which one you smeared and how long it has left. /isle works again.
Fixes worth knowing. Bazaar items — shards, essences, enchanted books — show a price again after showing none. Shards are read correctly in the Attribute Menu, the Hunting Box and your inventory. Cancelling a partly filled buy order now remembers what you were still owed. Opacity sliders reach zero, and turning a HUD panel's background off leaves an outline instead of a coloured slab. Spoken alerts stop reading their numbers in a different language to the rest of the sentence. /sbs where tells you what island the mod thinks you are on when something location-gated draws nothing.
Things that ship switched off. Several of the Safari and Galatea features are off by default because their coordinates or chat lines have not been confirmed in game yet, and each page says so rather than leaving you to wonder why it draws nothing.
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