File Details
vanilla-outsider-true-sleep-26.1-snapshots-1.3.2+build.10.jar
- B
- Feb 23, 2026
- 95.07 KB
- 5
- 26.1-snapshot
- Fabric
File Name
vanilla-outsider-true-sleep-26.1-snapshots-1.3.2+build.10.jar
Supported Versions
- 26.1-snapshot
Curse Maven Snippet
Changelog
All notable changes to this project will be documented in this file.
[1.3.2+build.10] - 2026-02-22
Changed
- Tooltips: Added real-time tip to both Engine TPS and Virtual TPS game rule descriptions — "Set both values to the same number for a truly real-time night (no time dilation, 1:1 real speed)."
[1.3.2+build.9] - 2026-02-22
Changed
- Engine TPS (
truesleep_engine_tps): Max cap raised from 1,000 to unlimited (Integer.MAX_VALUE). Tooltip updated with safe-ceiling warning — recommended max on a normal system is 100; beyond 200 risks instability. - Virtual TPS (
truesleep_virtual_tps): Max cap raised from 10,000 to unlimited (Integer.MAX_VALUE). Tooltip notes the practical ceiling is ~20,000 (night in ~1 real second); higher values offer no additional benefit. - Wake Time (
truesleep_wake_time): Max corrected from 24,000 to 23,999. A full day is 24,000 ticks — setting 24,000 equals 0 (Dawn) and is a meaningless target. Tooltip now includes a full time-of-day reference guide. - Sleep Threshold (
truesleep_sleep_threshold): Max corrected from 24,000 to 23,999 for the same reason.
Removed
- Stability Clamp: The hidden guard that silently forced Engine TPS back to 50 on every world load (if the config value was ≥ 99) has been removed. Users now own their configuration choices completely.
[1.3.2+build.8] - 2026-02-22
Fixed
- Bug (TimeWarpManager): Fixed dead-code bug where players would wake up at the wrong time. The clock-snap correction was correctly calculated but never applied. The warp now calls
setGameTime(snappedTime)to land players on exactly the configuredtruesleep_wake_timetick before callingwakeUpAllPlayers. - Bug (ServerLevelMixin): True Sleep now fully respects the vanilla
playersSleepingPercentagegame rule. Previously, the warp could start the instant a player entered a bed, bypassing vanilla's "sleeping long enough" deep-sleep gate. The warp now requires bothareEnoughSleeping(percentage)andareEnoughDeepSleeping(percentage, players)— exactly mirroring vanilla's condition — so 25% means 25% of online players must be fully asleep before the warp engages.
[1.3.2+build.7] - 2026-02-22
Fixed
- Critical Bug (MobMixin): Fixed dynamic mob GameRule toggles having no effect. The
MobMixinwas querying theDynamicGameRuleManager.getDynamicRules()cache which could be empty due to initialization timing. The lookup now queriesBuiltInRegistries.GAME_RULE.getValue(ruleId)directly, which is always reliable. This means/gamerule ts_unfreeze_minecraft_zombie truenow correctly allows Zombies to tick during sleep.
[1.3.2+build.6] - 2026-02-22
Fixed
- Zenith Compliance: Added missing
truesleep$namespace prefix to all 10 private Mixin injection methods (MobMixin,EntityMixin,AgeableMobMixin,ServerLevelMixin,SocialCoreMixin,BedRuleMixin,CatMixin,GuiMixin,SkyRendererMixin) to satisfy Zenith modid-prefix rule. - Localization: Added missing translation key
gamerule.category.truesleep.mob_settings("True Sleep Mobs") toen_us.json— the "True Sleep Mobs" game rule category was previously unlocalised. - Documentation: Fixed stray junk text in
Description Curseforge.md(CurseForge platform page).
[1.3.2+build.5] - 2026-02-21
Added
- Dynamic Mob Unfreeze Toggles: Added a new in-game GameRule for every individual entity type (e.g.,
ts_unfreeze_minecraft_villager,ts_unfreeze_minecraft_iron_golem, including modded ones) to allow players to completely customize which mobs are allowed to tick during the True Sleep time warp. Perfect for preventing redstone contraptions and farms from breaking. - Dedicated Category: Created a new "True Sleep Mobs" GameRule category to organize all the individual mob toggles in the in-game UI.
Recommended
- Collapsible Game Rules: Highly recommended to install this mod, as True Sleep now registers ~150+ new GameRules (one for each mob).
[1.3.2+build.4] - 2026-02-21
Fixed
- Compatibility: Reverted Mixin compatibility level from
JAVA_25toJAVA_22to resolve warning. - Cleanup: Removed stale
refmapentries fromtruesleep.mixins.jsonandtruesleep.client.mixins.json.
[1.3.2+build.3] - 2026-02-21
Fixed
- Build: Updated Minecraft target from
26.1-snapshot-4to26.1-snapshot-8. - Build: Updated DasikLibrary to
1.6.9+build.5. - Bug:
EntityMixinnow respects theDROWN_IMMUNITYGameRule (was unconditionally resetting air supply). - Data: Removed invalid
minecraft:copper_golemfromworker_mobsentity tag. - Localization: Added missing
en_us.jsonentries fortruesleep_freeze_mobsandtruesleep_freeze_workersGameRules.
Removed
- Dead Code: Deleted
PlayerMixin.java(contained only empty debug injection methods).
[1.3.2+build.2] - 2026-02-19
Changed
- Code Refactor: Migrated cycle-distance and day calculation logic to
DasikLibrary.TimeUtil. - Performance: Switched to native
GlobalSocialSystem.setThrottleAPI for regulated performance during Time Warping. - Dependencies: Updated
DasikLibraryto1.6.9+build.3.
Fixed
- Social Throttling: Corrected Mixin target package for
GlobalSocialSystem.
Fixed
- Finalized stability for Snapshot 6.
[1.3.1-26.1] - 2026-02-05
Fixed
- Critical Startup Crash: Removed redundant and malformed
LivingEntityMixin.
[1.3.0-26.1] - 2026-02-04
Added (Worker Freedom)
- Worker Exemption: Added
truesleep:worker_mobstag for entities that should NOT freeze during time warp (Default: Allay, Villager, Copper Golem). - Worker Configuration: Added
truesleep_freeze_workersGamerule (Default:false). Set totrueto freeze them like everyone else. - Tag Flexibility: Users can now add any mob to
truesleep:worker_mobsvia datapack to let them move during sleep.
[1.2.0-26.1] - 2026-02-04
Added
- Cryogenic Stasis: Mobs are now completely frozen (stasis) during sleep warp. This prevents pathfinding lag, drowning, and starvation.
- Configurable Stasis: Added "Truesleep Freeze Mobs" gamerule (
truesleep_freeze_mobs, Default: true). Disable to return to "hyper speed" mob movement (risky!). - Redstone Fidelity: We now prioritize raw Engine TPS over virtual tick skipping, ensuring Redstone and Hoppers run at true accelerated speed without breaking clocks.
[1.1.4-26.1] - 2026-01-28
Changed (Polish)
- Localization: Rewrote Game Rule tooltips (
en_us.json) to be highly descriptive. Added detailed explanations for Engine TPS, Virtual TPS, and Sleep Thresholds to help users configure the mod safely.
[1.1.3-26.1] - 2026-01-28
Fixed (Integration)
- Golden Dandelion: Mobs with age-locked status (via Golden Dandelion) no longer age rapidly during Time Warp.
[1.1.2-26.1] - 2026-01-27
Fixed (Emergency Patch)
- Integrated Server Crash: Resolved
IllegalClassLoadErrorby correctly relocating bridge interfaces out of the mixin package.
[1.1.1-26.1] - 2026-01-27
Fixed (Stability & Visual Polish)
- Aquatic Breaching: Prevented fish and other water-breathing entities from leaping out of water during time warp.
- Deep-Sea AI Lobotomy: Resolved "Sky Lag" (server jitter) by enforcing complete AI suppression for submerged entities.
- Throttled Buoyancy: Optimized survival buoyancy for land animals to once every 10 ticks, preventing physics compounding at high TPS.
- Celestial Smoothing: Implemented client-side interpolation for the sun, moon, and stars to ensure perfectly smooth movement during time warp.
[1.1.0-26.1] - 2026-01-27
Added (Dreamweaver Update)
- Dreamweaver Engine: Integrated advanced sleep/wake cycle controls.
- Hybrid Config: Implemented persistent global template logic with per-world Native Game Rule overrides.
[1.0.7-26.1] - 2026-01-27
Fixed (Community Harden)
- Solar Desync: Fixed "laggy sky" and wake-up failures by implementing "Quiet Sync" (advancing dimensions without packet spam).
- Pulmonary Stasis: Implemented biological stasis for entities during warp to prevent drowning.
- Loyalty Bridge: Migrated configuration to Native Game Rules (
/gamerule) while preserving legacy JSON settings.
[1.0.6-26.1] - 2026-01-27
Added (Stability Hotfix)
- Drown Guard (Biological Stasis): All entities are now immune to drowning damage during the Quantum Warp.
- Submerged Mob AI: Implemented forced jump logic for mobs in water to ensure they stay afloat during high-speed simulation.
Changed (Optimization)
- Golden Ratio Engine: Lowered default
engineTpsto 50.0f. This doubles the server's MSPT budget (20ms) and eliminates sky lag (client-side stutter). - High-Fidelity Stride: Moved to a 20x Stride to maintain the 1000 Virtual TPS target on optimized hardware settings.
[1.0.5-26.1] - 2026-01-27
Added (Quantum Stride)
- Quantum Warp Engine: Introduced Stride-based tick skipping to resolve server lag (0% MSPT overhead).
- Simulation Injection: Native catch-up for Entity Aging (
tickCount), Child Growth (age), and Random Ticks (Crops/Blocks). - Smooth Visuals: 100 Engine TPS ensures sky movement is 5x smoother than vanilla while warping.
- Auto-Restoration: Failsafe restoration of original
RandomTickSpeedgamerule when warping ends.
Changed in 1.0.5
- Renamed
warpSpeedconfig tovirtualTpsand addedengineTps(Default 100). - Retired the legacy "Chronos Drive" in favor of the Quantum Stride architecture.
[1.0.4-26.1] - 2026-01-27
Added (Chronos Edition)
- Chronos Engine: Ultra-fast 1000 TPS "Hyperspace" sleep support.
- AI Lobotomy: Surgical AI suppression for mobs during warp to ensure server stability.
- Shadow Governor: Modular Hive-Mind regulation (Better Dogs compatible).
- Survival Physics: Mobs in fluids retain swimming/jumping capabilities during warp.
- Stasis Padding: Suppressed fall distance accumulation during high-speed AI suppression.
- Sunrise Taper: Smooth deceleration near morning for reliable wake-up triggers.
Fixed in 1.0.4
- Log Purge: Completely removed all
System.out.printlnand debug stack traces. - Silent Sleep: Removed noisy redirect logs for vanilla sleep skip suppression.
[1.0.3-26.1] - 2026-01-27
Changed in 1.0.3
- Replaced mod icon with a new design.
[1.0.2-26.1] - 2026-01-22
Fixed in 1.0.2
- Added missing mod icon to the JAR file.
[1.0.1-26.1] - 2026-01-22
Changed in 1.0.1
- Removed the vanilla screen darkening overlay when sleeping. This ensures the "Time Warp" effect is clearly visible without obstruction.
- Updated documentation banners with new standardized artwork.
[1.0.0-26.1] - 2026-01-21
Added in 1.0.0
- Initial Release of Vanilla Outsider: True Sleep.
- Time Warp Logic: Accelerates world ticks during sleep instead of skipping the night.
- Visual Feedback: Players watch the celestial bodies move rapidly across the sky.
- Cat Gift Parity: Custom logic ensures cats still give gifts despite the shortened night duration.
- Multiplayer Support: One player sleeping accelerates time for everyone; configurable via game rules.