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VProg

Vanilla Progression - the player doesn't level up - the civilization does
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vprog-0.8.5.jar

File namevprog-0.8.5.jar
Uploaded
Sep 23, 2026
Downloads
8
Size
1.0 MB
Mod Loaders
Fabric
File ID
8958090
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:vprog-1707454:8958090"

Learn more about Curse Maven

What's new

Vanilla Progression 0.8.5 — Minecraft 26.2

An exploit that nearly doubled a town's food, a border the goggles could not draw, and a tech tree you can finally read at any zoom.

  • Minecraft 26.2 · Fabric Loader 0.19.5 · Fabric API 0.161.0+26.2 · Java 25
  • Saves from 0.8.x carry over. If you have two markers of the same type sitting on top of each other, one of them will stop counting — read the first section.

Fixed: one field could feed two farms

Placing a second Farm marker inside the first one's area made it count the blocks that were already there. Deliver its materials and you had two farms for one field — and because each extra farm pays food, eight markers dropped into one field were worth +80 food a day against a real tier VII farm's 84. Defences had the identical hole.

Two buildings of the same type must now stand far enough apart that their areas cannot overlap — 97 blocks for most types. A marker placed too close counts nothing and says so, naming the building it is too near and the distance it needs. Nothing you delivered to it is lost: it waits in that marker's ledger and counts the moment it stands clear, so moving the marker is enough.

Different types may still overlap freely. A Farm and a Harbor sharing the same water was never the problem and still works.

One exception, for saves rather than balance: the core your settlement was founded on is never the one refused. A spare settlement core left lying nearby is technically a crowded Town Hall, and without this a town could have had its whole ladder stop dead for a block somebody forgot to pick up.


Fixed: the goggles could not show you your own border

The border wall was only drawn within 64 blocks of you. A new settlement's border is 100 blocks away in every direction, so standing at your own core drew nothing at all — and the green box you could see was the Town Hall's own scan area, which at tier II is exactly 10 blocks. It looked like the territory was ten blocks wide.

The draw range follows your render distance now.


The tech tree

  • Text never disappears. The zoom-out thresholds that blanked the cards are gone entirely. Instead the zoom stops at the point where text is still readable — so you can always read every card, and the graph is simply larger than the screen.
  • Lines no longer cut through cards. An edge joining nodes more than one row apart was drawing a straight vertical through everything in between. Each now routes down a corridor that is clear of cards in every row it crosses.
  • Everything reads downward. The Town Hall and Settlement ladders used to run left-to-right in a single row while the rest of the picture ran top-to-bottom — two axes meaning two different things, stacked, with nothing marking the change. Each tier is its own row now.

Mobs and chat

The hostile mob cap is +20% everywhere, from the first night, matching the +20% the stats already had. It rises to +41% at Settlement VII, +46% in the Nether or the End. This makes mob farms run faster.

The starving reminder shuts up once the shortage bites. Once you have the hunger effect, you already know; repeating it in chat every two minutes said nothing. It now warns only during the grace period, before the effect appears — the one stretch you cannot see any other way.


Smaller

  • The delivery chest lists what it still needs, in its title — chat can't do it, because Minecraft hides chat while a container is open.
  • A one-off hint explains that the two clicks differ: on a marker, click for the chest and sneak for the status; on the settlement core, the other way round.

212 automated in-world tests pass. The dedicated server boots in 0.217 s.

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