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Releases: DzikStar/lb-modpack-config
Release list
v0.4.1.7
v0.4.1
Release 0.4.1
This update focuses on localization preparations and gameplay adjustments designed to bring a breath of fresh air to every stage of progression. Inspired by the QSMP2 server, we have lowered the entry barriers for basic interactions to streamline the multiplayer experience.
🌐 Localization & Translations
- Translated Mods: Aquamirae, Better Archeology, Early Stage, Better End, Seasons, Immersive Armors, End Remastered, and Deeper and Darker.
- The modpack now includes regularly updated source language files to allow users to create their own custom translations.
📜 Quests & Progression
- Quest System: Started implementation of the official questing system. This stage introduces "Early Game" quests designed to teach the core mechanics.
- LevelZ: Increased the level-up threshold from 50 XP to 100 XP to balance long-term progression.
🛠️ Technical & Gameplay
- Discord RPC: Added custom Rich Presence support for the modpack.
- New Additions: Added Ribbits!
- Server Optimization: Removed requirement thresholds for basic interactions to improve server accessibility.
If you find any bugs or translation errors, please report them on our issue tracker!
v0.4.0
Release 0.4.0
This update focuses on network stability, client-side quality of life improvements, and immersion enhancements regarding audio and visual feedback.
Network and Stability
- Packet Fixer Implementation: Installed Packet Fixer to resolve critical network instability issues caused by large NBT data and packet size limits. This prevents connection timeouts and crashes related to:
- Oversized NBT tags (allocations exceeding 2MB).
- Protocol maximum size violations (packets larger than 8MB).
- Memory allocation errors during Chunk Packet reading.
- VarLong and VarInt size overflows.
- LAN Mod Replacement: Removed "LAN Server Properties" and replaced it with "Custom LAN". This change resolves an issue where singleplayer settings were being incorrectly overwritten by server properties when configuration files were not detected.
New Features
- Simple Voice Chat: Integrated proximity voice chat functionality.
- Borderless Window Support: Added "Cubes Without Border" to allow the game to run in borderless windowed mode. This resolves cursor containment issues on multi-monitor setups and fixes screenshot capturing bugs.
Visuals and Audio
- Voice Chat Reverb: Enabled self-voice echo/reverb effects when in appropriate environments (caves, large structures).
- Third-Person Animations: Added "Not Enough Animations" to introduce missing third-person character animations (eating, drinking, map holding, etc.).
- UI Enhancements: Added "Advancement Plaques" to replace the standard vanilla advancement popups with more aesthetically pleasing notifications.
- Branding: Updated the modpack with a temporary custom logo.
Full Changelog: v0.3.3...v0.4.0
0.3.3
Release v0.3.3 - The RPG Combat Tuning
This update refines the long-term difficulty scaling to ensure combat remains tactical and rewarding rather than tedious. I've adjusted the stat caps to prevent "bullet sponge" enemies in the late game while boosting rewards and specific elite mob threats.
⚖️ Difficulty & Scaling Adjustments
Goal: Eliminating the "Bullet Sponge" effect. Late-game enemies should be lethal, not tedious to kill.
- Health Scaling Cap: Reduced the maximum enemy health multiplier from
5.0xto4.0x. Enemies will still be tanky, but won't require hundreds of hits to defeat. - Protection Scaling Cap: Drastically reduced the maximum protection multiplier from
2.0xto1.2x.- Reasoning: High protection scaling was making enemies nearly immune to damage, invalidating high-tier weaponry. This change ensures your legendary weapons remain effective.
- Boss Scaling Cap: Reduced the maximum boss stat multiplier from
3.0xto2.5x.- Reasoning: Since bosses already have custom co-op scaling (HP/DMG increases per player), this cap prevents fights from dragging on too long and clashing with the dehydration mechanics.
🧟 Mob & Encounter Changes
- Elite "Big" Zombies: Buffed base bonus health from
+10 HPto+20 HP.- Impact: Special "Big Zombies" will now act as proper tanks on the battlefield, distinguishing them from standard fodder.
💰 Loot & Rewards
- Risk vs Reward: Increased the
moreLootChancefrom2%to5%.- Impact: Fighting tougher, scaled mobs now yields extra loot more frequently, making the increased difficulty feel more rewarding.
NOTE: This modpack requires you to asign 4 GB RAM for minecraft JAVA process.
0.3.2
Release v0.3.2 - The Inferno & Metabolism Update
This update marks the final calibration of the survival mechanics. While the Overworld has been tuned for a fair athletic experience, the Nether has been transformed into a scientifically accurate "Hell" where heat exhaustion is the primary enemy.
🐛 Bug Fixes
- Datapack Structure: Fixed internal directory issues ensuring proper loading of custom configurations.
⚖️ Survival Balance: Hydration Overhaul
🌲 Overworld: The "Sprint" Standard
We have fine-tuned the metabolism to support active exploration without trivializing water needs.
- Base Hydration Factor: Increased from
2.0to2.3.- Statistical Impact: You now lose exactly 1 hydration point every ~20 seconds of continuous sprinting. This creates a predictable rhythm for exploration and allows for long-distance travel on a full water bar.
🎰 River Drinking: The Desperation Gamble
Drinking from rivers is now strictly an emergency measure, not a sustainable lifestyle.
- Poison Chance: Increased from 50% to 60%.
- Thirst Drain Effect: Adjusted the drain rate factor to 0.05.
- The Logic: Drinking with your hands grants +2 Water, but if you get poisoned (60% chance), the debuff will drain more water than you gained. This creates a "net loss" scenario, forcing players to craft canteens/bottles for long-term survival.
🔥 The Nether: Absolute Inferno (Critical Change)
The Nether is no longer just a "hot cave". It is an environment hostile to biological life.
- Dehydration Multiplier: Increased from ~1.3x (+30%) to 40.0x (+4000%).
- Impact on Gameplay:
- Slow Straight Walking: You have approximately 11 minutes of life before dehydration sets in.
- Walking + Jumping Sometimes: You have around 2 minutes and 30 seconds of life before you will get dehydrated.
- Sprinting: Sprinting consumes water 15x faster than walking. A full water bar will vanish in ~16 seconds of sprinting.
- Conclusion: Running in the Nether is now a death sentence. Strategic movement and inventory full of water are mandatory.
- Impact on Gameplay:
- Environmental Heat: Reduced
EnvironmentZoverheating exhaustion from0.075to0.05.- Reasoning: With the new 40x dehydration multiplier, the old heat value would kill a standing player in seconds. This adjustment allows for a small breathing room (stationary actions) while maintaining extreme pressure.
☠️ Lethality: The 10-Point Rule
- Dehydration Damage: Increased from 1 HP to 10 HP (5 Hearts) per tick.
- The Math: Once your water bar hits zero, you have a 4.5s buffer. After that, you take 10 damage every 4.5 seconds.
- Survival Time:
- Starter (6 HP): Instant death after buffer.
- Mid-Game (20 HP): You survive 9 seconds (2 hits).
- End-Game (30 HP): You survive 13.5 seconds (3 hits).
- Goal: Water management is now the highest priority during combat. Ignoring the thirst bar is fatal.
Full Changelog: v0.3.1...v0.3.2
v0.3.1
Release v0.3.1 - The UI Stability & Survival Balance Update
This update focuses on fixing critical interface issues with Roughly Enough Items (REI) and rebalancing the survival mechanics to prevent "deadlocks" during the early stages of the game.
🔧 Bugfixes & UI Improvements
Roughly Enough Items (REI) Optimization
- Inventory Cleanup: Removed accidental default "Favorite" items that were pre-configured during the modpack development phase.
- Overlay Conflicts: Status effects (potions, buffs/debuffs) are now displayed on the left side of the screen to prevent overlapping with the REI item list.
- Flicker & Jump Fix: Resolved the "jumping list" bug when using the "Craftable Only" filter. UI updates are now triggered only when the player's inventory changes, significantly improving stability on low-end hardware.
- Minimalist GUI: The vanilla Recipe Book is now disabled by default to prioritize the REI interface and reduce screen clutter.
- Movement Integration: Removed the "Favorites" bar to avoid keybind conflicts with "Movement-in-GUI" features, preventing accidental item pinning while walking with the inventory open.
- Panel Layout: Improved the entry panel drawing logic to ensure the item list no longer overlaps with the player's main inventory slots.
⚖️ Survival & Dehydration Rebalance
Goal: Solving the "Early Game Deadlock". Previously, the lack of immediate tools (flasks/bottles/bowls) combined with aggressive dehydration made survival nearly impossible on start. These changes provide a "fighting chance" for pioneers.
- Base Metabolism: Reduced the overall dehydration speed by 25%.
- Emergency Hydration: Drinking water by hand from rivers now restores 2 points instead of 1.
- Sickness Mitigation:
- Reduced the duration of the "Thirst" debuff from dirty river water from 30s to 15s.
- Lowered the chance of contracting the "Thirst" debuff from hand-sipping from 75% to 50%. This encourages a "high risk, low reward" strategy to survive until tools are crafted.
- Thirst Drain Rate: Adjusted the internal drain rate of the thirst effect from 0.5 to 0.3, making the penalty less punishing.
- Flask Tweaks:
- Reduced the chance of sickness from dirty flasks from 75% to 30%.
- Reduced the duration of sickness from dirty flasks from 25s to 10s.
- Nether Survival: To maintain the challenge of the hell dimension, the dehydration penalty in the Nether has been slightly increased from 30% to 35%.
🔮 Future Plans
- Working now on implementing hydration values for a wider variety of modded foods (e.g., soups and stews from Farmer's Delight) to provide more organic ways to stay hydrated. May be released outside this mod as compat/support mod
Full Changelog: 0.3.0...v0.3.1
0.3.0
Release v0.3.0 - The Hardcore RPG Overhaul
This major update introduces the definitive Hardcore Survival experience. I've implemented a "Death Reset" mechanic, synchronized difficulty scaling with in-game seasons, and reworked the entire progression curve. The world is now more dangerous, but the rewards are greater.
🆕 New Features
- The Lost Castle: Added a massive, legendary dungeon structure used to get into The End dimension as alternative way.
- Gravestones: Your loot is now safe upon death. A grave will spawn containing your items (essential for the new difficulty settings).
- Mob Indicators: Added a HUD element displaying enemy HP and Level next to their nameplate.
☠️ Hardcore & Survival Changes (Critical!)
- LevelZ Hard Mode:
⚠️ Enabled. Upon death, all your RPG stats and accumulated XP are reset to zero. Dying now has severe consequences. - Revive Mechanics:
- Timer Added: Players now have 120 seconds to revive a fallen teammate. The infinite revive window has been removed.
- Early Stage:
- Mercy Limit: Reduced "safe deaths" (without inventory loss) from 2 to 1.
- Crafting: Rock knapping on the crafting rock now requires 10 hits (was 5). However, the rock's durability has been increased (70 -> 100 uses).
- Dehydration:
- Boiling: Water must now be boiled for 30 seconds (was 5s) to be safe for consumption.
- Penalties: Low hydration now triggers Haste and Mining Fatigue debuffs.
- Nether: Dehydration rate increased by 30% in the Nether.
⚔️ RPG & Difficulty Balance
Global Scaling (RpgDifficulty)
I have completely reworked how the world gets stronger to match the "Seasons" pacing:
- Seasonal Sync: Mobs now grow stronger every 9 hours and 20 minutes (exactly one in-game season) instead of every hour.
- Scaling starts right after the first season cycle is completed.
- Seasonal difficulty jump increased from 5% to 10%.
- Distance Scaling: Difficulty increases every 500 blocks from spawn (was 300), creating a larger "safe zone" for base building.
- Vertical Scaling: Going deep is now much deadlier. Difficulty increases every 20 blocks of depth (was 30) by 15%. Mobs at Deepslate level are now ~60-70% stronger.
- Dimensions: Difficulty scaling is now active in Nether, End, and Deep Dark.
- Bosses: Bosses gain +5% strength for every 500 blocks of distance from spawn.
- Loot: Stronger mobs now drop better/more loot.
Stat Caps (Late Game)
- Max HP Multiplier: Increased to x4 (was x3).
- Max Defense Multiplier: Increased to x2 (was x1.5).
- Max Speed Multiplier: Reduced to x1.5 (was x2) to prevent unfair deaths due to lag.
- Max XP Multiplier: Reduced to x1.5 (was x2).
Bosses & Mobs
- Dungeons Now Loading:
- Co-op Scaling: Boss HP increases by +25% per additional player (nerfed from +50% to account for global RPG scaling).
- Damage: Bosses deal +20% damage per additional player.
- Enderman Overhaul: Reduced the chance of player teleportation upon being hit from 50% to 25%.
- Herds Panic:
- Animals now seek shelter during rain or snow.
- Attacking an animal causes panic in all nearby species, not just the same type.
- Panic duration increased to 15s (was 5s). Radius increased to 20 blocks (was 16).
🍂 World & Environment
- EnvironmentZ:
- New Player Buff: Added a ~15-minute comfort buffer at the start of the game to prevent freezing/overheating immediately.
- Heat Source: Increased warmth range from 3 to 5 blocks to allow for better base interior design.
- Seasons:
- Animals no longer breed during Winter.
- Ice near water sources will now melt properly in warmer seasons.
- Snow! Real Magic!: Removed the 1-block height limit for snow accumulation. Snow can now pile up indefinitely during blizzards.
- Deeper and Darker: Increased Vase loot chance in the Deep Dark from 1/6 to 1/5.
🔧 Technical Fixes & QoL
- Optimization: Lightmap update interval changed to 2 seconds (from 4s) on low-end settings to better integrate with dynamic lights without shaders.
- JobsAddon: Rebalanced XP rewards (Harvest: 3->5, Smithing: 8->12, Combat: 5->7).
- Passable Foliage: Increased horizontal movement speed reduction inside leaves to 15%.
- Fixes:
- Fixed NutritionZ desynchronization between Server and Client.
- Fixed Formations Overworld desynchronization.
- Artifacts: Nerfed
PenetratingStrikedamage reduction (33% -> 25%).
❌ Removed
- Removed Overflowing Bars mod (redundant/UI cleanup).
Full Changelog: v0.2.1...0.3.0
0.2.1
Release v0.2.1 - The Balance & Realism Update
This version focuses on deepening the survival experience and fine-tuning the RPG progression. Artifacts are now rare rewards rather than easy upgrades, and world mechanics have been adjusted for better mod compatibility.
🆕 Added
- World Initialization Datapack: Introduced a dedicated internal datapack that handles the initial world configuration to ensure all mod settings are synchronized upon world creation.
🔧 Fixes & General Tweaks
- LevelZ Compatibility: Disabled the "Inaccuracy Curse Enchantment" from AdditionZ. This ensures that ranged combat precision relies correctly on your LevelZ skill progression.
- Movement: Elytra flight is now disabled underwater.
- Interface: Enabled the Artifact Cooldown Overlay. You can now see the remaining cooldown time for your equipped artifacts directly on your HUD.
🏆 Artifacts Overhaul (Balance Pass)
To maintain the "Hardcore Survival" vision, several artifacts have been rebalanced to make them feel like legendary finds:
- Everlasting Steak:
- Cooldown increased to 3 minutes (was 15 seconds).
- Drop rate reduced to 0.05% (1 in 2000 cows) to make it a true end-game luxury.
- Rooted Boots:
- Hunger replenishment cooldown set to 3 minutes. This balances the "Cottagecore" lifestyle with the need for planned food reserves.
- Snorkel:
- Underwater breath duration increased to 30 seconds (was 15s) to allow for more meaningful exploration of shipwrecks.
- Crystal Heart:
- Health bonus reduced to +4 HP (+2 Hearts) to prevent over-scaling with LevelZ health upgrades.
- World Generation:
- Reduced underground Campsite generation attempts from 4 per chunk to 1 per chunk, encouraging long-distance exploration of the deep world.
Full Changelog: v0.2.0...v0.2.1
0.2.0
Dimension Overhaul & Integration - v0.2.0
This update significantly expands the verticality of the world and introduces major content overhauls for both the Nether and the End, fully integrated with the LevelZ scaling system.
🔥 Nether Improvements
- Vertical Expansion: Increased dimension height from 128 to 256 blocks.
- BetterNether Integration: Implemented the BetterNether mod, adding new flora, fauna, and structures.
- RPG Progression: Added dedicated LevelZ integration for Better Nether content.
🌌 End Enhancements
- Massive Height Increase: Pushed the dimension limit to 384 blocks to accommodate extreme terrain features.
- Dynamic Island Generation: Overhauled island spawning logic. Islands now generate at irregular heights and varied vertical offsets, replacing the original flat generation for a more immersive "void" experience.
- BetterEnd Implementation: Integrated the BetterEnd mod.
- Skill Scaling: LevelZ integration is now active for all BetterEnd materials and mobs.
⚠️ Installation Notes
Caution
World Gen Warning: Before downloading delete actual nether and end dimension files from your world just to reset them both.