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The Slumbering Fixes

Fixes and tweaks for Rupter's The Slumbering Omen mod.

Please do not report any issues caused by this mod on The Slumbering Omen mod page!

Dependencies:

  • The Slumbering Omen (latest version) - not tested with older versions.
  • (OPTIONAL) Configured - for easy in-game mod configs editing.
  • (OPTIONAL) Mod like Simple Backups/Advanced Backups/FTB Backups - although the mod shouldn't cause any issues with singleplayer or multiplayer worlds, it's always a good idea to keep a backup of them ;)

Complete list of all fixes & tweaks:


  • Multiplayer Fix
Fixes several issues specific to multiplayer servers. TSO's GeckoLib-animated items reference a client-only renderer class that causes a NoClassDefFoundError during registration, preventing the dedicated server from starting at all. Several MCreator-generated procedures call client-only APIs server-side, crashing the server tick for all players. This fix catches these and additionally syncs each player's actual key state from the client. TSO's hurt procedures for the Omen and Daraku could crash the server by modifying the entity list mid-iteration. Daraku's stun ability pushed the player underground every tick via a /tp command. Boss fights had no global limit - two players far apart could trigger the same fight simultaneously - and the stalking event could multiply indefinitely with player count. All of these problems are resolved.

  • Player Stuck Fix
The original TSO places a sphere of solid blocks around entities during chases, which in many situations would trap the player inside those blocks with no way to escape. This fix changes the behaviour so that instead of a 3D sphere, only a single flat floor layer is placed beneath the entity's feet - the player can no longer get trapped inside it. As a side effect, this also eliminates severe server lag caused by hundreds of block operations firing every tick.

  • Soggy Block Fix
After certain TSO entities die or despawn they leave behind "soggy blocks" that do not clean up on their own. This fix automatically dissolves them through severals mechanisms: on entity death, on right-clicking a nearby block, or through a periodic sweep every 10 seconds. This fix also repairs a visual bug where a client may display soggy blocks that no longer exist on the server. Players no longer fall through the floor built by the Player Stuck Fix.

  • Block Breaking Fix
When TSO's block-breaking feature is disabled in its config, entities could get permanently stuck in terrain because they could no longer break through blocks to path to the player. This fix detects entities that have not moved for a few seconds and are surrounded by solid blocks on at least two sides, then teleports them to an open space near the nearest player. A configurable whitelist allows specific block types to always be destructible regardless of the block-breaking setting.

  • Mangled Mobs Fix
TSO's "Mangled Mobs" config option, which is supposed to enable or disable deformed enemy variants, had no actual effect in game despite being toggled. This fix makes the option work as intended.

  • Sounds Fix
TSO's combat music would keep playing event after the enemy died or despawned, with no way to stop it. Additionally, TSO routes its music to the "Ambient" audio channel instead of "Music", meaning the Music volume slider in audio settings had no effect on it. This fix stops the music shortly after combat ends and moves it to the correct channel. Vanilla ambient music (biome sounds) is also suppressed while TSO combat music is active, preventing the two tracks from overlapping.

  • Dimensions Restriction
An optional feature that restricts Omen-class entities to specific dimensions. By default they are limited to the Overworld, preventing them from appearing in Nether, End, or modded dimensions. The list of restricted dimensions and entity types is fully configurable.

  • Frost Walker Fix
The Frost Walker enchantment creates ice that is supposed to melt when not exposed to sufficient light. In TSO's custom dimensions with very low ambient light, that ice would stay frozen permanently. This fix ensures frosted ice always melts correctly regardless of which dimension the player is in.

  • NPC Protection Fix
Iron golems and hostile mobs were attacking TSO's friendly characters - named NPCs like Tiso and Daraku, as well as all passive escort and transport entities. This happened because several TSO entity types technically extend mob classes that vanilla treats as valid attack targets. This fix makes those characters be ignored by the AI of attacking mobs. Player-initiated combat still works normally.

  • Taintedscar Fix
The Taintedscar biome uses hidden trigger entities to generate its characteristic unknownmoss ceiling. In vanilla TSO these entities can remain alive in the world indefinitely, causing constant FPS drops and repeatedly overwriting ceiling blocks. This fix makes the entities disappear immediately after doing their job, while the ceiling still generates exactly as intended. Unknownmoss blocks destroyed by the player do not regenerate again.

  • Shadow Step Fix
TSO's armor set bonus "Shadow Step" teleported the player one block too deep, placing them inside the ground instead of on the surface. This fix corrects the destination Y coordinate of the teleport.

  • Guidebooks Fix
TSO's guidebooks (grimoire of ire, book of infusions, beastiary) failed to open when right-clicking at air or while looking upward. This fix removes those restrictions so the books always open on right-click. Also fixed is a bug where the mouse cursor would jump to the center of the screen when opening a book or navigating between its pages.

  • Spawn Settings
An optional feature that adds two independent options for controlling the frequency and duration of TSO attack/chase events. Entities Cooldown limits the server to one active attack at a time and enforces a configurable waiting period between attacks, preventing simultaneous or back-to-back encounters. Fight/Chase Duration sets a maximum time limit on active chases and automatically removes all listed entities once that limit is reached; it respects the AGGRAVATOR (Sigil of Bravery) item effect and will not cut a fight short while any player has it active. Both options are disabled by default and can be configured independently.

The The Slumbering Fixes Team

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