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MawGut

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The dragon is not the dungeon. The dragon is the world.
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Maw-Gut: Continuity of Flesh -- War in Heaven: Gods Die Frayed -- DON'T UPDATE MODS -- APPLY SHADER

File nameMaw-Gut- Continuity of Flesh -- War in Heaven- Gods Die Frayed -- DON'T UPDATE MODS -- APPLY SHADER.zip
Uploader
WastedWaffleWastedWaffle
Uploaded
Sep 7, 2026
Downloads
6
Size
51.1 MB
Mod Loaders
NeoForge
File ID
8827240
Type
R
Release
Supported game versions
  • 1.21.10

What's new

Maw-Gut Changelog

## 0.8.0 — Living World / War in Heaven

Maw-Gut's current three-part promise is now playable end to end: an inhabited
overworld, the optional digestive megadungeon, and a full sky-fleet finale. This
release is a major world, encounter, traversal, creature, structure, progression,
and presentation update.

> **Content warning:** Maw-Gut contains intense biological horror, digestion,
> captivity, transformation, and dark-fantasy themes. The full gut expedition is
> optional; its key transformation reward now has an overworld route.

### Playability and progression pass

- Added a build-generated acquisition catalog covering every creative-tab item and
  obtainable block; the test suite now rejects entries without survival source evidence.
- Added an atomic shared Anima wallet. Typed Anima is removed only after the full
  cost is payable, with Prime Anima substituting one-for-one for missing units.
- Seraphine's Heart no longer has a quest-item free-cast bypass. It consumes its
  complete 8/6/4/4/4/2 typed cost or fizzles without consuming anything.
- The Grimoire now uses the same atomic wallet and gained a guaranteed upper spell
  cache source alongside its recipe and trades.
- Rebalanced valid adult fairy kills to one guaranteed Spirit Pearl, 50% Will
  Sediment, and an unmodified exact 1-in-9 Prime Anima roll, followed by a capped
  settlement alarm and escape phase.
- Added high direct-kill XP and material payloads to surface, raid, champion, and
  sky ogres; Soul Mill automation still grants no XP.
- Added/verified recipes for Soul Rack, Heart Furnace, Pancreatic Crucible, Flesh
  Cistern, Vacuole Membrane, Siphon Sheath, Lure Glass, Organic Soil, Sky Siege
  Sigil, and the Frayed Blade. Tendon Net and Grimoire recipe-book discoveries are
  now surfaced by hidden recipe advancements.
- Routed authored storage through deterministic `MawLoot` profiles and added ten
  missing structure profiles. Every profile has a guaranteed nonempty baseline.
- Soul Vat expeditions now escrow the exact pre-entry inventory. Successful escape
  keeps both old gear and Maw cargo; terminal failure destroys Maw cargo, leaves the
  slime empty-handed, and restores the escrow exactly once after five loaded minutes.
- Upper spell caches guarantee two renewable Terminal Eyes. The terminal Soul Vat
  cache now includes a Sky Siege Sigil, armor upgrade, weapon/focus, typed Anima,
  processing materials, and sky-trade valuables.
- Added Frayed Godscale (qualified adult friendly Dragonkin betrayal kill in War in
  Heaven, exact 1-in-9), Grand Engine Core, and the post-game Frayed Blade.
- Frayed Blade includes five-hit collision-safe Raking Pursuit, a capped protected-
  block-aware Heaven-Cleaving Crescent, visual lightning grounding, PvP reductions,
  and the full-Dragonbone Betrayer's Choice aura/retaliation challenge.

### Optional overworld route

- Added a guaranteed flying quest barge near Lucine with a functional Soul Mill.
- Occupied Tendon Nets can now be fed into the barge mill instead of returning only
  an `occupied` message.
- Completing the Dragonkin Soul Mill request grants the Seraphine transformation
  and Devour ability without requiring entry into the Maw gauntlet.
- The barge Soul Mill doubles as a persistent surface respawn siphon.
- Full MawGut remains available as the larger, more dangerous voluntary route.

### Overworld digestion and outhouses

- Added shared digestion encounters for eligible ogres, Dragonkin, fairies, and
  fairy-eating predators.
- Digestion uses isolated encounter pockets with cross-mob cooldowns instead of
  repeated unavoidable spam.
- Winning returns the player to ordinary play; losing creates or finds a nearby
  race-appropriate outhouse and applies a temporary five-minute slime form.
- Slime time advances during loaded gameplay and preserves inventory/progression.
- Outhouses contain a 1×10 waste chute, lower chamber, open escape route, and a
  usable latrine embedded in the chute wall rather than obstructing the shaft.
- Added synchronized sitting animations and an interruptible disposal sequence
  with physical drops, localized particles, sounds, and safe creature ejection
  when the trapdoor opens.

### Fairy rebuild

- Replaced the recycled gut-creature fairy with a dedicated bright humanoid model.
- Added three complete fairy appearances with custom textures and glow masks.
- Added modeled hair, garments, wings, lower-body geometry, and dedicated idle,
  locomotion, flight, Devour, and sitting animation support.
- Fairies can now defend themselves, attack the player, Devour, and trigger the
  shared outhouse consequence.
- Captured fairies use a dedicated prisoner model and lose flight until released.
- Rebalanced natural fairy predators: settlements are no longer subjected to
  relentless ambient extermination. Danger escalates after a real nighttime linger.
- Fairy homes maintain residents inside first and use roof stations only after
  interior capacity is filled.

### Living World raids

- Added persistent nighttime harvesting raids after prolonged settlement presence:
  two barges against fairy towns and five against Lucine/Dragonkin targets.
- Raid ogres immediately acquire the nearest eligible resident over long distances.
- Raid ogres receive protected drops, improved vertical pursuit, local path
  replanning, and siege block-breaking behavior.
- Raid ogres are not automatically hostile to uninvolved players, allowing risky
  observation, intervention, or Anima farming.
- Barges bombard exposed roof fairies with crewed, correctly originated fireballs.
- Projectiles clear their firing ship, track valid roof targets, and discard missed
  shells instead of destroying the barge or distant terrain.
- Barge Soul Mills reconstruct casualties in visible jail spaces, queue prisoners,
  process them for Anima, and release survivors if the mill is destroyed in time.
- Prisoners receive stripped-down captive equipment and preserved species identity.
- Destroying every active Soul Mill ends reinforcements and releases queued captives.
- If a fairy settlement is completely lost, the raid resolves into a persistent
  degradation site: a full cage barge, fairy spawner cave, and adjacent ogre complex.
- Replaced the old concentric placeholder with an authored settlement containing
  palisades, market spaces, towers, yards, processing rooms, and resident populations.

### Rebuilt flying barges

- Replaced flat placeholder platforms with deep, curved, ornamented flying hulls.
- Added textured lateen sails, layered decks, rails, chains, cabins, furniture,
  storage, crew spaces, machinery, and readable interiors.
- Cage barges now have complete walls and solid roofs with no escape gaps.
- Added an upper pleasure dome and a purpose-built lower Anima-processing hull.
- Engine objectives now use dedicated emissive mechanical blocks and textures.

### War in Heaven

- Added the new `mawgut:war_in_heaven` sky dimension and persistent finale.
- Activate the siege from Lucine's back and arrive safely on a full-size airborne
  Lucine-derived flight dragon rather than inside or beneath the structure.
- The encounter surrounds the dragon with 15 authored ships:
  four Butcher Barges, ten skirmisher barges, and one Supermassive Barge.
- Existing barge, jail-barge, and slave-complex architecture is reused where it
  belongs; the Supermassive is a new curved, textured, decorated floating city.
- Added four mandatory Slave Engines and one Grand Maw Engine with emissive faces,
  conduits, objective feedback, persistent damage, and destruction state.
- Destroyed engines darken and ignite their ships, leaving persistent burning wrecks
  rather than deleting the structure.
- Timed artillery attacks exposed players on dragonback and gradually wounds the
  flight dragon through authored damage states.
- Fireballs are telegraphed, physically destructive, and reflectable. Accurate
  reflection can damage ships and engines.
- Death becomes an alternate flagship infiltration route through four escapable
  holding pens while preserving inventory and completed engine objectives.
- Sky ogres remain hostile but cannot Devour during the siege.
- Added a complete victory/return state and safe revisits to the wreck field.

### The flight dragon as a landmark

- Reused Lucine's authored exterior language for the sky dragon and removed the
  temporary box/tube geometry.
- Hollowed the real mouth and throat into one traversable route—no duplicate white
  throat and no external mystery flesh tubes.
- Added one enormous open internal cavity with full-body harvesting pods, organs,
  a Soul Mill, and a continuous digestive route to the authored anus aperture.
- The terminal hind cavity now connects to the anus with a player-clear tunnel.
- Ogres killed during the encounter can materialize in the stomach system, process
  through the internal machinery, and expel a slime from the correct exit point.
- Added save-upgrade detection that repairs obsolete exterior throat artifacts and
  prototype digestive bridges based on the actual placed blocks.

### Harpoon traversal

- Added a visible, server-authoritative Harpoon Gun and persistent chain system.
- Supports grounded pulling, airborne traversal, mob retrieval, and long-distance
  sky grappling with distinct arrow costs and refunds.
- Sky range extends to 768 blocks with generated grapple landmarks, safe adjacent
  landings, collision checks, and slow-falling protection.
- Landmarks are chained so the sky frontier and fleet can be crossed without Elytra.
- Added immune-target handling, chain shatter feedback, incremental voxel-chain
  placement, save persistence, and a War in Heaven starter kit.

### Sky frontier

- The sky now expands beyond the central siege as the player explores.
- Added persistent, incrementally generated dragon-rock settlements with basement
  caves, Dragonkin homes, furnished interiors, residents, and trade access.
- Added occasional small lived-in ships with textured sails, cozy lower hulls,
  storage, beds, bookshelves, workstations, and navigation lighting.
- Added the Archdragon Peak landmark: a major vertical gothic complex with a real
  cathedral nave, transepts, towers, buttresses, gables, rose window, stairs,
  retaining foundations, furnished rooms, lecterns, bookshelves, and soul lighting.
- Added a separate large Elden Ring-inspired sky shrine/tower archetype.
- Removed random floating glass and replaced it with supported architectural glazing.
- Empty legacy rocks and ships upgrade through versioned generation where possible.
- Falling from the sky now returns the player to the overworld at its maximum build
  height and lets normal falling resume.
- Added direct peak-location, peak-generation, and peak-teleport test commands.

### Sky bombardments

- Dragon-rock settlements can attract aggressive five-barge bombardments.
- These attacks use crewless tracking batteries rather than spawning ground ogres.
- Batteries target registered dragons through walls and fire physical explosive
  projectiles that still detonate only on impact.
- The assault persists until all settlement dragons are dead; destroyed batteries
  are replaced on a timer while valid targets remain.
- Archdragon Peak supports the same system at landmark scale.

### Dragonstone and late-game trade

- Added Dragonstone, Dragonstone Bricks, Cracked Dragonstone Bricks, Carved
  Dragonstone, Dragonstone Tiles, Gilded Dragonstone, Dragon Runes, stairs, slabs,
  and walls with dedicated models and textures.
- Sky merchants now sell genuinely useful survival, traversal, vanilla, and MawGut
  supplies; availability is gated by price rather than reputation.
- Stock includes bulk arrows, rockets, pearls, enchanted golden apples, totems,
  Elytra, shulker boxes, Netherite, Harpoon Guns, Terminal Eyes, Living Alloy,
  Prime Anima, Membrane Guards, Wing Scythes, and other late-game resources.
- Each dragon receives only one to three deterministic random offers, making
  exploration and finding new settlements meaningful.
- Added Dragonbone armor as a sky-exclusive top-tier set with bespoke item and worn
  textures. It is obtained by trading diamonds plus the corresponding Maw armor
  piece and has no ordinary crafting recipe.

### World generation and performance

- Increased the frequency and variety of meaningful overworld structures.
- Rebalanced the custom overworld preset so cherry-like/fairy terrain no longer
  dominates entire worlds at the expense of other biomes.
- Added versioned, persistent, budgeted construction for raids, conversion sites,
  the fleet, dragon anatomy, sky rocks, ships, and Archdragon Peak.
- Large builds use bounded per-tick work and loaded-chunk checks instead of eagerly
  materializing the entire structure during login.
- Added deterministic placement, recovery cursors, site identities, objective state,
  prisoner state, engine state, raid counters, and save/load repair paths.

### Commands and test support

- Expanded `/mawgut raid` with start, stop, status, barge/ogre spawning, next wave,
  capture, processing, release, and mill-destruction hooks.
- Expanded `/mawgut sky` with start, status, staged generation, artillery, reflection,
  dragon damage, engine destruction, capture, ignition, victory, and reset hooks.
- Added `/mawgut frontier` tools for status, locate, generate, and teleport-to-peak.
- Added `/mawgut bombardment` controls for settlement/peak raids and battery state.
- Added `/mawgut harpoon` debug/status support.
- Added automated regression coverage for Living World raids, optional progression,
  outhouses, fairies, sky siege, sky frontier, gothic structures, trade, Dragonbone
  armor, worldgen balance, intestine topology, Harpoon traversal, and resources.

### Presentation profile

- The supplied CurseForge profile uses the current authoritative MawGut 0.8.0 jar.
- Added a validated optional high-fidelity client stack: Iris 1.8.12, Sodium 0.6.13,
  Sodium Dynamic Lights 1.0.10, Sodium Options API 1.0.10, and Reese's Sodium
  Options 1.8.0.
- Included and enabled the recovered `ComplementaryReimagined_r5.8.1` preset for
  volumetric light, reflective water, deep shadows, and moving leaves/foliage.
- The mod itself does not require the shader/rendering stack.

### Important installation note

**Do not use CurseForge “Update All” on the supplied profile.** The visual stack is
intentionally version-pinned. In particular, replacing Sodium 0.6.13 with 0.8.x or
updating Reese's Sodium Options independently breaks the validated dependency set.

### Compatibility notes

- Existing generated chunks cannot acquire entirely new world structures. Use a new
  world or explore ungenerated terrain/sky cells when judging the new generation.
- Versioned MawGut landmarks repair several older placeholder builds automatically,
  but a fresh save remains the cleanest way to review every architectural change.
- Complementary Reimagined logs non-fatal references to `BIOME_PALE_GARDEN` and
  `endFlashIntensity` on Minecraft 1.21.1. Overworld shaders, foliage motion, and
  MawGut world loading remain functional.
- Reese's Sodium Options reorganizes the video settings menus as part of the Dynamic
  Lights compatibility chain.

### Validation

- Minecraft 1.21.1 / NeoForge 21.1.249 build: **successful**
- Current MawGut 0.8.0 reached the main menu: **yes**
- MawGut world loaded with the pinned renderer stack: **yes**
- Complementary shader pipeline created in-world: **yes**
- Full dragon exterior, settlements, and quest barge generated during validation:
  **yes**
- New crash report in the successful shader-enabled run: **none**

This mod has no additional files