File Details
[BIG FIXES] Fantastic Frontier 11 GODLOOP-0.2.2.zip
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- Jul 2, 2026
- 229.84 MB
- 106
- 1.20.1
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File Name
Fantastic Frontier 11 GODLOOP-0.2.2.zip
Supported Versions
- 1.20.1
# Fantastic Frontier Update Changelog (the last 24 hours)
## Progression & Questbook
- Reworked the Frontier Works quest layout so the machine progression is much easier to follow.
- Cleaned up disconnected Frontier Works quest links and fixed quest dependency issues.
- Frontier Works now reads more like a real progression path instead of one long scattered line.
- Removed outdated quest references to removed or changed content.
- Updated older quest text that still mentioned Industrial Foregoing unlocks.
Replace those two bullets with this:
- Fixed stale quest rewards and examples that pointed to missing items or removed mods.
Included but not limited to:
- removed BYG item references
- replaced an old Immersive Engineering mold reward
- cleaned outdated Industrial Foregoing unlock text
- removed Emendatus example items
- replaced missing Engineers Decor references.
- Cleaned several quest chapters after a broad questbook pass..
Included but not limited to: Adventure, Circuits, Thermal Series, Mekanism, Frontier Works, Refined Storage, Create, Automation, Apotheosis, Dungeons & Combat, Guild, Building, Tools, and several tier/progression chapters.
## Frontier Works
- Continued polishing Frontier Works as a major progression pillar for the pack.
- Frontier Works quest flow is now grouped into clearer rows for better readability.
- Existing Frontier Works machine progression has been better positioned as a midgame industrial path.
- Early Refined Storage access remains intentionally easy, Rubies now spawn more frequently and you need to do 2x passes instead of 6x for Integrated Mechanism.
## DOOMED!!!
### New injuries, medicines & gear
- **Frostbite** deep cold now freezes your limbs (fingers/toes first), progressing to necrosis and limb loss. Cured with the new **Heat Pack** (right-click to warm your core; the heat spreads limb-to-limb).
- **Burns** a distinct per-limb burn state that hurts, festers easily, and leaks fluid (burn shock) when it's severe. Treated with **Burn Gel** (drag onto the burned limb).
- **Nocifen** a non-opioid painkiller. No breathing risk, overdose, or addiction, and doses stack; also fights fever/inflammation. It thins your blood and upsets your gut.
- **Revivol** (smelling salts) jolt yourself back from a faint, or 'revive' a downed teammate temporarily.
- **Rebreather** a toggle-on portable oxygen tank: floods your blood with O₂ and lets you breathe underwater. Refill spent tanks at the new **Oxygen Compressor** (an RF-powered station).
- **Activated Charcoal** binds ingested poison: clears nausea/food-poisoning and a swallowed drug overdose. Briefly blunts your food/next oral med.
- **Electrocution** lightning (and a new **Live Wire** cave hazard) now sear contact burns, lock your muscles, and can throw your heart into fibrillation or stop it cold.
### Survival simulation - fixes & balance
- Fixed a death-spiral: **hemothorax** was filling ~6× too fast, and limb necrosis was being applied twice.
- **Internal bleeding** now displays properly and is genuinely treatable; the abdomen internal-bleed ratchet is capped.
- **Chest-trauma breathing** is now graduated and recoverable instead of instant, unrecoverable apnea.
- **Neural Booster** reworked: reusable on a 3-hour cooldown, the boost actually lands now, but using it before the cooldown is catastrophic.
### Diagnostic tablet (WITNESS) & HUD
- New **always-on combat vitals readout** with a pre-cardiac-arrest warning.
- **Multi-system-failure triage** now names the root cause instead of single symptoms. Symptom treating... yuckieeee-
- Lingering infection and slow/internal bleeding are now visible on the HUD and tablet (new frostbite/burn indicators too).
### Content & polish
- Rewrote all of the character's spoken/yelled voice lines.
- Painkillers now work on burns/frostbite
- Last-stand revive didn't clear frostbite/burn, now it does
## Cave Stalker - Update
## Movement & Looks
- **Completely reworked the spider's movement** - it now walks, climbs, and falls like a real creature. Its body leans and shifts with its legs instead of gliding around stiffly.
- **No more floating or glitching** - fixed the spider hovering above the ground, sinking with its legs splayed flat, or drifting toward you in mid-air. It now plants its feet and stands properly on any terrain.
- **Legs behave** - no more legs stretching out weirdly or clipping through the body. They bend and step naturally, even over steps, slopes, and uneven ground.
- **Real gallop** - when it charges, it actually bounds instead of just speed-walking.
- **Climbs to reach you** - if you're up a tree or on a ledge, it'll climb up after you.
## Sound
- **New custom sounds** - footsteps, hurt cries, a quiet idle noise when it hasn't noticed you, and an eerie "lost you" sound.
- **Footsteps** you can actually hear now - one thud for every footfall as it walks. Bigger spiders, heavier steps.
## Combat
- **It bites now.** Previously it would rear up and threaten but never actually hit you - it now deals damage when it's on top of you.
## Spawning
- **Spider Nest biome (Biomes O' Plenty):** unchanged - still their common home, spawning in many small groups.
- **World spawn:** far rarer now - a pack of three is about as rare as stumbling on a zombie villager.
- **Broodmother:** every so often, a **massive** Cave Stalker can spawn deep in the Spider Nests. Rare, and not something you want to meet....
- **Fixed a server lag issue** - wild Cave Stalkers no longer pile up forever; they despawn like other mobs when you're far away.
## Known Issues
- Climbing tall, flat walls all the way to the top isn't fully working yet.
- Crawling on ceilings/overhangs is still in progress.
## Recipes & Crafting
- Fixed invalid Refined Storage processor Create pressing recipes.
- Raw Basic, Improved, and Advanced Processors now use valid Create pressing behavior.
- Fixed broken KubeJS recipe output counts that were too large for stable recipe loading.
- Cleaned up invalid recipe definitions that could produce warnings or failed recipes.
- Adjusted Ultimate Dust Create mixing output so it stays functional without breaking recipe parsing.
- Fixed an invalid oversized Apotheosis gem recipe requirement. Ether Gem.....
- Cleaned recipe references to missing or removed mod content.
## Titan Story & Event Polish
- Updated Titan event scripts and computer behavior.
- Polished Titan terminal/event messaging.
- Improved Titan sequence flow around decontamination, evacuation, and Albedo’s escape.
- Updated Titan-related ComputerCraft programs used by the facility sequence.
- Continued cleanup on Titan elevator and event timing behavior, mostly for performance and witty & silly elevator music.
- Removed or adjusted story text that no longer made sense after the updated Titan ending direction.
## World Structures & Placement
- Updated several major world structure loader scripts.
- Improved handling for Main Town, Hidden Library, Heart of the Forest, and Titan-related placement logic.
- Continued cleanup for terrain/liquid handling around major generated structures.
- Improved structure placement support code used by multiple important locations.
## Frontier Storm & Hidden Library
- Updated Frontier Storm / Hidden Library ritual handling.
- Continued work on making the summoning flow more stable and progression-aware.
- Cleaned related ward projector scripts for surface and blood ward behavior.
## Warium, Satellite & Server Controls
- Updated Warium satellite control/surveillance scripting.
- Restricted Warium admin-style commands so normal players cannot accidentally access server control commands. Woopss..
- Cleaned command permissions for Warium sweep, raid, ping, stop, and help commands.
## RPG System
- Updated the Fantastic RPG System mod to a newer alpha build.
- Continued polish on class/progression behavior.
- Included another stability pass for RPG-related tooltip/countdown behavior.
- In the future localization support will be added.
## Data, Loot & Compatibility Cleanup
- Cleaned multiple datapack references for missing or changed mods.
- Updated dungeon, magic, and structure loot data. Does luck finally work everywhere? Err.. no clue.
- Cleaned several biome/tag references.
- Updated fuel/fluid tags for better compatibility.
- Adjusted outdated data entries tied to removed or changed content.
- Cleaned Apotheosis/skilltree affix data that was producing sus warnings.
## Visual & Resource Pack Updates
- Refreshed bundled visual resource packs through Paxi.
- Updated included visual/map support packs such as Stay True, ImmersiveWeather, and Xaero icon resources.
## Stability Fixes
- Reduced KubeJS recipe warnings.
- Removed several stale item/mod references.
- Cleaned invalid recipe shapes and outputs.
- Fixed quest references that could confuse players or point them toward removed content.
- Greatly improved initial world structure loading.