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Alex's Caves Continued

ВЕРСИИ (936)

release

Alex's Caves Continued 1.1.3 — NeoForge 26.3

1.1.3+neoforge-26.3
19 окт. 2026 г.532Minecraft: 26.3neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 26.2

1.1.3+neoforge-26.2
19 окт. 2026 г.205Minecraft: 26.2neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 26.2

1.1.3+forge-26.2
19 окт. 2026 г.68Minecraft: 26.2forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 26.2

1.1.3+fabric-26.2
19 окт. 2026 г.1,8 тыс.Minecraft: 26.2fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 26.1.2

1.1.3+neoforge-26.1.2
19 окт. 2026 г.268Minecraft: 26.1.2neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 26.1.2

1.1.3+forge-26.1.2
19 окт. 2026 г.12Minecraft: 26.1.2forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 26.1.2

1.1.3+fabric-26.1.2
19 окт. 2026 г.430Minecraft: 26.1.2fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 26.1.1

1.1.3+neoforge-26.1.1
19 окт. 2026 г.8Minecraft: 26.1.1neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 26.1.1

1.1.3+forge-26.1.1
19 окт. 2026 г.2Minecraft: 26.1.1forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 26.1.1

1.1.3+fabric-26.1.1
19 окт. 2026 г.32Minecraft: 26.1.1fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 26.1

1.1.3+neoforge-26.1
19 окт. 2026 г.15Minecraft: 26.1neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 26.1

1.1.3+forge-26.1
19 окт. 2026 г.3Minecraft: 26.1forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 26.1

1.1.3+fabric-26.1
19 окт. 2026 г.109Minecraft: 26.1fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.21.11

1.1.3+neoforge-1.21.11
19 окт. 2026 г.131Minecraft: 1.21.11neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.21.11

1.1.3+forge-1.21.11
19 окт. 2026 г.74Minecraft: 1.21.11forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.21.11

1.1.3+fabric-1.21.11
19 окт. 2026 г.1,6 тыс.Minecraft: 1.21.11fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.21.10

1.1.3+neoforge-1.21.10
19 окт. 2026 г.11Minecraft: 1.21.10neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.21.10

1.1.3+forge-1.21.10
19 окт. 2026 г.9Minecraft: 1.21.10forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.21.10

1.1.3+fabric-1.21.10
19 окт. 2026 г.104Minecraft: 1.21.10fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.21.9

1.1.3+neoforge-1.21.9
19 окт. 2026 г.2Minecraft: 1.21.9neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.21.9

1.1.3+forge-1.21.9
19 окт. 2026 г.2Minecraft: 1.21.9forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.21.9

1.1.3+fabric-1.21.9
19 окт. 2026 г.16Minecraft: 1.21.9fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.21.8

1.1.3+neoforge-1.21.8
19 окт. 2026 г.17Minecraft: 1.21.8neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.21.8

1.1.3+forge-1.21.8
19 окт. 2026 г.7Minecraft: 1.21.8forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.21.8

1.1.3+fabric-1.21.8
19 окт. 2026 г.47Minecraft: 1.21.8fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.21.7

1.1.3+neoforge-1.21.7
19 окт. 2026 г.1Minecraft: 1.21.7neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.21.7

1.1.3+forge-1.21.7
19 окт. 2026 г.2Minecraft: 1.21.7forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.21.7

1.1.3+fabric-1.21.7
19 окт. 2026 г.2Minecraft: 1.21.7fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.21.6

1.1.3+neoforge-1.21.6
19 окт. 2026 г.0Minecraft: 1.21.6neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.21.6

1.1.3+forge-1.21.6
19 окт. 2026 г.1Minecraft: 1.21.6forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.21.6

1.1.3+fabric-1.21.6
19 окт. 2026 г.17Minecraft: 1.21.6fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.21.5

1.1.3+neoforge-1.21.5
19 окт. 2026 г.0Minecraft: 1.21.5neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.21.5

1.1.3+forge-1.21.5
19 окт. 2026 г.9Minecraft: 1.21.5forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.21.5

1.1.3+fabric-1.21.5
19 окт. 2026 г.29Minecraft: 1.21.5fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.21.4

1.1.3+neoforge-1.21.4
19 окт. 2026 г.9Minecraft: 1.21.4neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.21.4

1.1.3+forge-1.21.4
19 окт. 2026 г.4Minecraft: 1.21.4forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.21.4

1.1.3+fabric-1.21.4
19 окт. 2026 г.36Minecraft: 1.21.4fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.21.3

1.1.3+neoforge-1.21.3
19 окт. 2026 г.3Minecraft: 1.21.3neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.21.3

1.1.3+forge-1.21.3
19 окт. 2026 г.3Minecraft: 1.21.3forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.21.3

1.1.3+fabric-1.21.3
19 окт. 2026 г.5Minecraft: 1.21.3fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.21.2

1.1.3+neoforge-1.21.2
19 окт. 2026 г.5Minecraft: 1.21.2neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.21.2

1.1.3+fabric-1.21.2
19 окт. 2026 г.7Minecraft: 1.21.2fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.21.1

1.1.3+neoforge-1.21.1
19 окт. 2026 г.4 тыс.Minecraft: 1.21.1neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.21.1

1.1.3+forge-1.21.1
19 окт. 2026 г.139Minecraft: 1.21.1forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.21.1

1.1.3+fabric-1.21.1
19 окт. 2026 г.1,9 тыс.Minecraft: 1.21.1fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.21

1.1.3+neoforge-1.21
19 окт. 2026 г.23Minecraft: 1.21neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.21

1.1.3+forge-1.21
19 окт. 2026 г.11Minecraft: 1.21forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.21

1.1.3+fabric-1.21
19 окт. 2026 г.60Minecraft: 1.21fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.20.6

1.1.3+neoforge-1.20.6
19 окт. 2026 г.1Minecraft: 1.20.6neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.20.6

1.1.3+forge-1.20.6
19 окт. 2026 г.3Minecraft: 1.20.6forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.20.6

1.1.3+fabric-1.20.6
19 окт. 2026 г.11Minecraft: 1.20.6fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.20.5

1.1.3+fabric-1.20.5
19 окт. 2026 г.3Minecraft: 1.20.5fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — NeoForge 1.20.4

1.1.3+neoforge-1.20.4
19 окт. 2026 г.2Minecraft: 1.20.4neoforge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.20.4

1.1.3+forge-1.20.4
19 окт. 2026 г.13Minecraft: 1.20.4forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.20.4

1.1.3+fabric-1.20.4
19 окт. 2026 г.9Minecraft: 1.20.4fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.20.3

1.1.3+fabric-1.20.3
19 окт. 2026 г.3Minecraft: 1.20.3fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.20.2

1.1.3+fabric-1.20.2
19 окт. 2026 г.15Minecraft: 1.20.2fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Forge 1.20.1

1.1.3+forge-1.20.1
19 окт. 2026 г.418Minecraft: 1.20.1forge
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 1.20.1

1.1.3+fabric-1.20.1
19 окт. 2026 г.2 тыс.Minecraft: 1.20.1fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.3 — Fabric 26.3

1.1.3+fabric-26.3
19 окт. 2026 г.4,3 тыс.Minecraft: 26.3fabric
Скачать
Что нового
# 1.1.3 ## Fixed - **Alex's Caves tools, weapons and armour couldn't get Unbreaking, Mending or the curses** on 1.20.5 and newer. Armour was also missing Protection, Respiration and the other armour enchantments. - **The Hologram Projector didn't show a newly loaded mob to other players and didn't save it**, so it could vanish after a relog. It also kept showing the previous mob until the block was replaced. - **Possible crash with Vanilla Backport** on 1.20.1 and 1.21.1: Alex's Caves no longer ships a frog-variant file that only Minecraft 1.21.5 and newer uses.
release

Alex's Caves Continued 1.1.2 — Fabric 1.21.1

1.1.2+fabric-1.21.1
16 окт. 2026 г.744Minecraft: 1.21.1fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.20.5

1.1.2+fabric-1.20.5
16 окт. 2026 г.17Minecraft: 1.20.5fabric
Скачать
Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.20.2

1.1.2+fabric-1.20.2
16 окт. 2026 г.17Minecraft: 1.20.2fabric
Скачать
Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 26.1.2

1.1.2+fabric-26.1.2
16 окт. 2026 г.799Minecraft: 26.1.2fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 26.1.1

1.1.2+fabric-26.1.1
16 окт. 2026 г.20Minecraft: 26.1.1fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.21.7

1.1.2+fabric-1.21.7
16 окт. 2026 г.0Minecraft: 1.21.7fabric
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# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.21

1.1.2+fabric-1.21
16 окт. 2026 г.30Minecraft: 1.21fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 26.3

1.1.2+neoforge-26.3
16 окт. 2026 г.258Minecraft: 26.3neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 26.2

1.1.2+neoforge-26.2
16 окт. 2026 г.116Minecraft: 26.2neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 26.2

1.1.2+forge-26.2
16 окт. 2026 г.22Minecraft: 26.2forge
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# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 26.2

1.1.2+fabric-26.2
16 окт. 2026 г.959Minecraft: 26.2fabric
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# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 26.1.2

1.1.2+neoforge-26.1.2
16 окт. 2026 г.129Minecraft: 26.1.2neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 26.1.2

1.1.2+forge-26.1.2
16 окт. 2026 г.3Minecraft: 26.1.2forge
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# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 26.1.1

1.1.2+neoforge-26.1.1
16 окт. 2026 г.6Minecraft: 26.1.1neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 26.1.1

1.1.2+forge-26.1.1
16 окт. 2026 г.3Minecraft: 26.1.1forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 26.1

1.1.2+neoforge-26.1
16 окт. 2026 г.12Minecraft: 26.1neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 26.1

1.1.2+forge-26.1
16 окт. 2026 г.4Minecraft: 26.1forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 26.1

1.1.2+fabric-26.1
16 окт. 2026 г.50Minecraft: 26.1fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.21.11

1.1.2+neoforge-1.21.11
16 окт. 2026 г.99Minecraft: 1.21.11neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.21.11

1.1.2+forge-1.21.11
16 окт. 2026 г.18Minecraft: 1.21.11forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.21.11

1.1.2+fabric-1.21.11
16 окт. 2026 г.491Minecraft: 1.21.11fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.21.10

1.1.2+neoforge-1.21.10
16 окт. 2026 г.0Minecraft: 1.21.10neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.21.10

1.1.2+forge-1.21.10
16 окт. 2026 г.7Minecraft: 1.21.10forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.21.10

1.1.2+fabric-1.21.10
16 окт. 2026 г.38Minecraft: 1.21.10fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.21.9

1.1.2+neoforge-1.21.9
16 окт. 2026 г.0Minecraft: 1.21.9neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.21.9

1.1.2+forge-1.21.9
16 окт. 2026 г.1Minecraft: 1.21.9forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.21.9

1.1.2+fabric-1.21.9
16 окт. 2026 г.9Minecraft: 1.21.9fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.21.8

1.1.2+neoforge-1.21.8
16 окт. 2026 г.4Minecraft: 1.21.8neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.21.8

1.1.2+forge-1.21.8
16 окт. 2026 г.1Minecraft: 1.21.8forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.21.8

1.1.2+fabric-1.21.8
16 окт. 2026 г.25Minecraft: 1.21.8fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.21.7

1.1.2+neoforge-1.21.7
16 окт. 2026 г.1Minecraft: 1.21.7neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.21.7

1.1.2+forge-1.21.7
16 окт. 2026 г.1Minecraft: 1.21.7forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.21.6

1.1.2+neoforge-1.21.6
16 окт. 2026 г.1Minecraft: 1.21.6neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.21.6

1.1.2+forge-1.21.6
16 окт. 2026 г.1Minecraft: 1.21.6forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.21.6

1.1.2+fabric-1.21.6
16 окт. 2026 г.3Minecraft: 1.21.6fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.21.5

1.1.2+neoforge-1.21.5
16 окт. 2026 г.3Minecraft: 1.21.5neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.21.5

1.1.2+forge-1.21.5
16 окт. 2026 г.3Minecraft: 1.21.5forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.21.5

1.1.2+fabric-1.21.5
16 окт. 2026 г.12Minecraft: 1.21.5fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.21.4

1.1.2+neoforge-1.21.4
16 окт. 2026 г.1Minecraft: 1.21.4neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.21.4

1.1.2+forge-1.21.4
16 окт. 2026 г.1Minecraft: 1.21.4forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.21.4

1.1.2+fabric-1.21.4
16 окт. 2026 г.26Minecraft: 1.21.4fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.21.3

1.1.2+neoforge-1.21.3
16 окт. 2026 г.0Minecraft: 1.21.3neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.21.3

1.1.2+forge-1.21.3
16 окт. 2026 г.2Minecraft: 1.21.3forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.21.3

1.1.2+fabric-1.21.3
16 окт. 2026 г.1Minecraft: 1.21.3fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.21.2

1.1.2+neoforge-1.21.2
16 окт. 2026 г.5Minecraft: 1.21.2neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.21.2

1.1.2+fabric-1.21.2
16 окт. 2026 г.7Minecraft: 1.21.2fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.21.1

1.1.2+neoforge-1.21.1
16 окт. 2026 г.1,8 тыс.Minecraft: 1.21.1neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.21.1

1.1.2+forge-1.21.1
16 окт. 2026 г.62Minecraft: 1.21.1forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.21

1.1.2+neoforge-1.21
16 окт. 2026 г.3Minecraft: 1.21neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.21

1.1.2+forge-1.21
16 окт. 2026 г.9Minecraft: 1.21forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.20.6

1.1.2+neoforge-1.20.6
16 окт. 2026 г.5Minecraft: 1.20.6neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.20.6

1.1.2+forge-1.20.6
16 окт. 2026 г.7Minecraft: 1.20.6forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.20.6

1.1.2+fabric-1.20.6
16 окт. 2026 г.3Minecraft: 1.20.6fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — NeoForge 1.20.4

1.1.2+neoforge-1.20.4
16 окт. 2026 г.4Minecraft: 1.20.4neoforge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.20.4

1.1.2+forge-1.20.4
16 окт. 2026 г.10Minecraft: 1.20.4forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.20.4

1.1.2+fabric-1.20.4
16 окт. 2026 г.4Minecraft: 1.20.4fabric
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# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.20.3

1.1.2+fabric-1.20.3
16 окт. 2026 г.1Minecraft: 1.20.3fabric
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# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Forge 1.20.1

1.1.2+forge-1.20.1
16 окт. 2026 г.160Minecraft: 1.20.1forge
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 1.20.1

1.1.2+fabric-1.20.1
16 окт. 2026 г.774Minecraft: 1.20.1fabric
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# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.2 — Fabric 26.3

1.1.2+fabric-26.3
16 окт. 2026 г.2 тыс.Minecraft: 26.3fabric
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Что нового
# 1.1.2 A bug-fix release, mostly for Minecraft 26.3, plus a new Tremorzilla option. ## Fixed - **Cave maps crashed the game on Minecraft 26.3**, and the world kept crashing on every load while the map was still in your hand. Affected worlds load normally again after updating. - **The Holocoder crashed when scanning a mob** on Fabric. It now binds the mob without crashing on every loader. - **Irradiated z-fought with the player's skin on 26.3** instead of glowing. It now draws as a translucent green shell around you. - **Toxic Caves, Magnetic Caves and the other cave biomes generated their stone only in tiny patches** on 26.2 and 26.3 when TerraBlender was installed. This also restores the cave floors dinosaurs spawn on. Only newly generated chunks are affected. - **The Resistor Shield didn't block damage** on 1.21.5 and newer, so its enchantments never triggered either. - **Players riding Alex's Caves mounts faced a fixed direction** on 1.21.2 and newer, instead of following the mount. - **The Dreadbow with Relentless Darkness kept firing after its arrows ran out.** It now stops, except in creative. - **The Limestone and Extinction Spears showed a jab instead of their charge pose** on 1.21.11 and newer. - **Alex's Caves armour (gingerbread, diving, hazmat, primordial, darkness) rendered as a broken copy of the wearer's body** on Fabric 1.20.1–1.21.1, worst on armour stands. - **The camera sat at the wrong distance from the block while walking on the side or underside of magnetic blocks.** It now sits where it did in the original Alex's Caves. - **Cave biomes could appear in the End** when a mod such as Nullscape gives the End an Overworld-style biome layout. - **Other mods' biomes could generate without vegetation or structures**, because Alex's Caves added its cave biomes to the world's biome list before other mods had finished adding theirs. ## Added - **`tremorzilla_beam_breaks_blocks`** (server config, and page 2 of `/acc menu`): turn it off and the Tremorzilla's beam still hurts what it hits but leaves the terrain alone, without disabling `mobGriefing` for every other mob.
release

Alex's Caves Continued 1.1.1 — NeoForge 26.3

1.1.1+neoforge-26.3
19 сент. 2026 г.1,2 тыс.Minecraft: 26.3neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 26.2

1.1.1+neoforge-26.2
19 сент. 2026 г.675Minecraft: 26.2neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 26.2

1.1.1+forge-26.2
19 сент. 2026 г.175Minecraft: 26.2forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 26.2

1.1.1+fabric-26.2
19 сент. 2026 г.5,2 тыс.Minecraft: 26.2fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 26.1.2

1.1.1+neoforge-26.1.2
19 сент. 2026 г.1 тыс.Minecraft: 26.1.2neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 26.1.2

1.1.1+forge-26.1.2
19 сент. 2026 г.146Minecraft: 26.1.2forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 26.1.2

1.1.1+fabric-26.1.2
19 сент. 2026 г.1,1 тыс.Minecraft: 26.1.2fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 26.1.1

1.1.1+neoforge-26.1.1
19 сент. 2026 г.28Minecraft: 26.1.1neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 26.1.1

1.1.1+forge-26.1.1
19 сент. 2026 г.30Minecraft: 26.1.1forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 26.1.1

1.1.1+fabric-26.1.1
19 сент. 2026 г.99Minecraft: 26.1.1fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 26.1

1.1.1+neoforge-26.1
19 сент. 2026 г.80Minecraft: 26.1neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 26.1

1.1.1+forge-26.1
19 сент. 2026 г.41Minecraft: 26.1forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 26.1

1.1.1+fabric-26.1
19 сент. 2026 г.192Minecraft: 26.1fabric
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Что нового
# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.21.11

1.1.1+neoforge-1.21.11
19 сент. 2026 г.343Minecraft: 1.21.11neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.21.11

1.1.1+forge-1.21.11
19 сент. 2026 г.192Minecraft: 1.21.11forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.21.11

1.1.1+fabric-1.21.11
19 сент. 2026 г.3 тыс.Minecraft: 1.21.11fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.21.10

1.1.1+neoforge-1.21.10
19 сент. 2026 г.78Minecraft: 1.21.10neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.21.10

1.1.1+forge-1.21.10
19 сент. 2026 г.45Minecraft: 1.21.10forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.21.10

1.1.1+fabric-1.21.10
19 сент. 2026 г.173Minecraft: 1.21.10fabric
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Что нового
# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.21.9

1.1.1+neoforge-1.21.9
19 сент. 2026 г.28Minecraft: 1.21.9neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.21.9

1.1.1+forge-1.21.9
19 сент. 2026 г.17Minecraft: 1.21.9forge
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Что нового
# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.21.9

1.1.1+fabric-1.21.9
19 сент. 2026 г.38Minecraft: 1.21.9fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.21.8

1.1.1+neoforge-1.21.8
19 сент. 2026 г.56Minecraft: 1.21.8neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.21.8

1.1.1+forge-1.21.8
19 сент. 2026 г.22Minecraft: 1.21.8forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.21.8

1.1.1+fabric-1.21.8
19 сент. 2026 г.135Minecraft: 1.21.8fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.21.7

1.1.1+neoforge-1.21.7
19 сент. 2026 г.12Minecraft: 1.21.7neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.21.7

1.1.1+forge-1.21.7
19 сент. 2026 г.13Minecraft: 1.21.7forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.21.7

1.1.1+fabric-1.21.7
19 сент. 2026 г.23Minecraft: 1.21.7fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.21.6

1.1.1+neoforge-1.21.6
19 сент. 2026 г.27Minecraft: 1.21.6neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.21.6

1.1.1+forge-1.21.6
19 сент. 2026 г.15Minecraft: 1.21.6forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.21.6

1.1.1+fabric-1.21.6
19 сент. 2026 г.28Minecraft: 1.21.6fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.21.5

1.1.1+neoforge-1.21.5
19 сент. 2026 г.23Minecraft: 1.21.5neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.21.5

1.1.1+forge-1.21.5
19 сент. 2026 г.25Minecraft: 1.21.5forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.21.5

1.1.1+fabric-1.21.5
19 сент. 2026 г.101Minecraft: 1.21.5fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.21.4

1.1.1+neoforge-1.21.4
19 сент. 2026 г.53Minecraft: 1.21.4neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.21.4

1.1.1+forge-1.21.4
19 сент. 2026 г.34Minecraft: 1.21.4forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.21.4

1.1.1+fabric-1.21.4
19 сент. 2026 г.122Minecraft: 1.21.4fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.21.3

1.1.1+neoforge-1.21.3
19 сент. 2026 г.16Minecraft: 1.21.3neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.21.3

1.1.1+forge-1.21.3
19 сент. 2026 г.15Minecraft: 1.21.3forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.21.3

1.1.1+fabric-1.21.3
19 сент. 2026 г.18Minecraft: 1.21.3fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.21.2

1.1.1+neoforge-1.21.2
19 сент. 2026 г.21Minecraft: 1.21.2neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.21.2

1.1.1+fabric-1.21.2
19 сент. 2026 г.20Minecraft: 1.21.2fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.21.1

1.1.1+neoforge-1.21.1
19 сент. 2026 г.10,1 тыс.Minecraft: 1.21.1neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.21.1

1.1.1+forge-1.21.1
19 сент. 2026 г.445Minecraft: 1.21.1forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.21.1

1.1.1+fabric-1.21.1
19 сент. 2026 г.2,6 тыс.Minecraft: 1.21.1fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.21

1.1.1+neoforge-1.21
19 сент. 2026 г.70Minecraft: 1.21neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.21

1.1.1+forge-1.21
19 сент. 2026 г.70Minecraft: 1.21forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.21

1.1.1+fabric-1.21
19 сент. 2026 г.183Minecraft: 1.21fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.20.6

1.1.1+neoforge-1.20.6
19 сент. 2026 г.13Minecraft: 1.20.6neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.20.6

1.1.1+forge-1.20.6
19 сент. 2026 г.40Minecraft: 1.20.6forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.20.6

1.1.1+fabric-1.20.6
19 сент. 2026 г.35Minecraft: 1.20.6fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.20.5

1.1.1+fabric-1.20.5
19 сент. 2026 г.14Minecraft: 1.20.5fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — NeoForge 1.20.4

1.1.1+neoforge-1.20.4
19 сент. 2026 г.20Minecraft: 1.20.4neoforge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.20.4

1.1.1+forge-1.20.4
19 сент. 2026 г.21Minecraft: 1.20.4forge
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.20.4

1.1.1+fabric-1.20.4
19 сент. 2026 г.55Minecraft: 1.20.4fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.20.3

1.1.1+fabric-1.20.3
19 сент. 2026 г.17Minecraft: 1.20.3fabric
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# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.20.2

1.1.1+fabric-1.20.2
19 сент. 2026 г.36Minecraft: 1.20.2fabric
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Что нового
# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Forge 1.20.1

1.1.1+forge-1.20.1
19 сент. 2026 г.932Minecraft: 1.20.1forge
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Что нового
# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 1.20.1

1.1.1+fabric-1.20.1
19 сент. 2026 г.4,4 тыс.Minecraft: 1.20.1fabric
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Что нового
# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.1 — Fabric 26.3

1.1.1+fabric-26.3
19 сент. 2026 г.7 тыс.Minecraft: 26.3fabric
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Что нового
# 1.1.1 A small bug-fix release. ## Fixed - **The Cave Compendium forgot everything you had unlocked after leaving and rejoining a world** when Alex's Mobs, Citadel or another Citadel-based mod was also installed. Alex's Caves now saves its progress under a name of its own; progress saved before this update is still picked up. - **The Candicorn would not sprint or charge its ability** on Minecraft 1.21.2 and newer. The same fix covers the Subterranodon, Tremorsaurus, Tremorzilla and Atlatitan wherever they depended on how their rider steers. - **Trilocaris drowned underwater** on Minecraft 1.20.2 and newer. It is amphibious again.
release

Alex's Caves Continued 1.1.0 — NeoForge 26.3

1.1.0+neoforge-26.3
18 сент. 2026 г.99Minecraft: 26.3neoforge
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 26.2

1.1.0+neoforge-26.2
18 сент. 2026 г.31Minecraft: 26.2neoforge
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 26.2

1.1.0+forge-26.2
18 сент. 2026 г.7Minecraft: 26.2forge
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 26.2

1.1.0+fabric-26.2
18 сент. 2026 г.195Minecraft: 26.2fabric
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 26.1.2

1.1.0+neoforge-26.1.2
18 сент. 2026 г.36Minecraft: 26.1.2neoforge
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 26.1.2

1.1.0+forge-26.1.2
18 сент. 2026 г.4Minecraft: 26.1.2forge
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 26.1.2

1.1.0+fabric-26.1.2
18 сент. 2026 г.44Minecraft: 26.1.2fabric
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 26.1.1

1.1.0+neoforge-26.1.1
18 сент. 2026 г.1Minecraft: 26.1.1neoforge
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 26.1.1

1.1.0+forge-26.1.1
18 сент. 2026 г.1Minecraft: 26.1.1forge
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 26.1.1

1.1.0+fabric-26.1.1
18 сент. 2026 г.2Minecraft: 26.1.1fabric
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 26.1

1.1.0+neoforge-26.1
18 сент. 2026 г.10Minecraft: 26.1neoforge
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 26.1

1.1.0+forge-26.1
18 сент. 2026 г.4Minecraft: 26.1forge
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 26.1

1.1.0+fabric-26.1
18 сент. 2026 г.15Minecraft: 26.1fabric
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.21.11

1.1.0+neoforge-1.21.11
18 сент. 2026 г.14Minecraft: 1.21.11neoforge
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.21.11

1.1.0+forge-1.21.11
18 сент. 2026 г.13Minecraft: 1.21.11forge
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.21.11

1.1.0+fabric-1.21.11
18 сент. 2026 г.135Minecraft: 1.21.11fabric
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.21.10

1.1.0+neoforge-1.21.10
18 сент. 2026 г.1Minecraft: 1.21.10neoforge
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.21.10

1.1.0+forge-1.21.10
18 сент. 2026 г.4Minecraft: 1.21.10forge
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Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.21.10

1.1.0+fabric-1.21.10
18 сент. 2026 г.3Minecraft: 1.21.10fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.21.9

1.1.0+neoforge-1.21.9
18 сент. 2026 г.0Minecraft: 1.21.9neoforge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.21.9

1.1.0+forge-1.21.9
18 сент. 2026 г.0Minecraft: 1.21.9forge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.21.9

1.1.0+fabric-1.21.9
18 сент. 2026 г.0Minecraft: 1.21.9fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.21.8

1.1.0+neoforge-1.21.8
18 сент. 2026 г.2Minecraft: 1.21.8neoforge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.21.8

1.1.0+forge-1.21.8
18 сент. 2026 г.1Minecraft: 1.21.8forge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.21.8

1.1.0+fabric-1.21.8
18 сент. 2026 г.2Minecraft: 1.21.8fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.21.7

1.1.0+neoforge-1.21.7
18 сент. 2026 г.1Minecraft: 1.21.7neoforge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.21.7

1.1.0+forge-1.21.7
18 сент. 2026 г.0Minecraft: 1.21.7forge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.21.7

1.1.0+fabric-1.21.7
18 сент. 2026 г.0Minecraft: 1.21.7fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.21.6

1.1.0+neoforge-1.21.6
18 сент. 2026 г.0Minecraft: 1.21.6neoforge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.21.6

1.1.0+forge-1.21.6
18 сент. 2026 г.1Minecraft: 1.21.6forge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.21.6

1.1.0+fabric-1.21.6
18 сент. 2026 г.1Minecraft: 1.21.6fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.21.5

1.1.0+neoforge-1.21.5
18 сент. 2026 г.1Minecraft: 1.21.5neoforge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.21.5

1.1.0+forge-1.21.5
18 сент. 2026 г.1Minecraft: 1.21.5forge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.21.5

1.1.0+fabric-1.21.5
18 сент. 2026 г.6Minecraft: 1.21.5fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.21.4

1.1.0+neoforge-1.21.4
18 сент. 2026 г.0Minecraft: 1.21.4neoforge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.21.4

1.1.0+forge-1.21.4
18 сент. 2026 г.1Minecraft: 1.21.4forge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.21.4

1.1.0+fabric-1.21.4
18 сент. 2026 г.4Minecraft: 1.21.4fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.21.3

1.1.0+neoforge-1.21.3
18 сент. 2026 г.3Minecraft: 1.21.3neoforge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.21.3

1.1.0+forge-1.21.3
18 сент. 2026 г.1Minecraft: 1.21.3forge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.21.3

1.1.0+fabric-1.21.3
18 сент. 2026 г.1Minecraft: 1.21.3fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.21.2

1.1.0+neoforge-1.21.2
18 сент. 2026 г.1Minecraft: 1.21.2neoforge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.21.2

1.1.0+fabric-1.21.2
18 сент. 2026 г.3Minecraft: 1.21.2fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.21.1

1.1.0+neoforge-1.21.1
18 сент. 2026 г.203Minecraft: 1.21.1neoforge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.21.1

1.1.0+forge-1.21.1
18 сент. 2026 г.14Minecraft: 1.21.1forge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.21.1

1.1.0+fabric-1.21.1
18 сент. 2026 г.76Minecraft: 1.21.1fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.21

1.1.0+neoforge-1.21
18 сент. 2026 г.2Minecraft: 1.21neoforge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.21

1.1.0+forge-1.21
18 сент. 2026 г.3Minecraft: 1.21forge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.21

1.1.0+fabric-1.21
18 сент. 2026 г.2Minecraft: 1.21fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.20.6

1.1.0+neoforge-1.20.6
18 сент. 2026 г.1Minecraft: 1.20.6neoforge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.20.6

1.1.0+forge-1.20.6
18 сент. 2026 г.2Minecraft: 1.20.6forge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.20.6

1.1.0+fabric-1.20.6
18 сент. 2026 г.0Minecraft: 1.20.6fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.20.5

1.1.0+fabric-1.20.5
18 сент. 2026 г.0Minecraft: 1.20.5fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — NeoForge 1.20.4

1.1.0+neoforge-1.20.4
18 сент. 2026 г.0Minecraft: 1.20.4neoforge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.20.4

1.1.0+forge-1.20.4
18 сент. 2026 г.2Minecraft: 1.20.4forge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.20.4

1.1.0+fabric-1.20.4
18 сент. 2026 г.1Minecraft: 1.20.4fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.20.3

1.1.0+fabric-1.20.3
18 сент. 2026 г.1Minecraft: 1.20.3fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.20.2

1.1.0+fabric-1.20.2
18 сент. 2026 г.2Minecraft: 1.20.2fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Forge 1.20.1

1.1.0+forge-1.20.1
18 сент. 2026 г.18Minecraft: 1.20.1forge
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 1.20.1

1.1.0+fabric-1.20.1
18 сент. 2026 г.108Minecraft: 1.20.1fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.1.0 — Fabric 26.3

1.1.0+fabric-26.3
18 сент. 2026 г.177Minecraft: 26.3fabric
Скачать
Что нового
# 1.1.0 **Minecraft 26.3 is now supported**, on Fabric and NeoForge. Forge has no 26.3 build, so there is no Forge jar for it — the same as 1.21.2. Everything else is unchanged from 1.0.11: if you are not on 26.3, this release behaves exactly like the last one and there is no reason to rush the update. ## New - **Minecraft 26.3 support** — Fabric and NeoForge. That brings the mod to 60 builds across 21 Minecraft versions. ## Fixed (26.3 only) - **Cave biomes could be found but never actually generated.** `/locate` and Cave Maps would point you at a Forlorn Hollows or a Magnetic Caves that simply was not there when you dug down. 26.3 changed how the game asks for biomes and the mod was only answering half the question. - **Six crashes and rendering failures** introduced by 26.3's new render system — a crash on the first frame inside a cave biome, one when a cave item icon first drew, a disconnect while riding or being near moving entities, and several places where the wrong colours or nothing at all was drawn. ## Note On 26.3 this mod needs **CodxLib 1.6.1 or newer**. On every other version 1.3.6 is still fine.
release

Alex's Caves Continued 1.0.11 — NeoForge 26.2

1.0.11+neoforge-26.2
15 сент. 2026 г.59Minecraft: 26.2neoforge
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Что нового
# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 26.2

1.0.11+forge-26.2
15 сент. 2026 г.37Minecraft: 26.2forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 26.2

1.0.11+fabric-26.2
15 сент. 2026 г.432Minecraft: 26.2fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 26.1.2

1.0.11+neoforge-26.1.2
15 сент. 2026 г.76Minecraft: 26.1.2neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 26.1.2

1.0.11+forge-26.1.2
15 сент. 2026 г.8Minecraft: 26.1.2forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 26.1.2

1.0.11+fabric-26.1.2
15 сент. 2026 г.56Minecraft: 26.1.2fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 26.1.1

1.0.11+neoforge-26.1.1
15 сент. 2026 г.3Minecraft: 26.1.1neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 26.1.1

1.0.11+forge-26.1.1
15 сент. 2026 г.3Minecraft: 26.1.1forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 26.1.1

1.0.11+fabric-26.1.1
15 сент. 2026 г.6Minecraft: 26.1.1fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 26.1

1.0.11+neoforge-26.1
15 сент. 2026 г.3Minecraft: 26.1neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 26.1

1.0.11+forge-26.1
15 сент. 2026 г.6Minecraft: 26.1forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 26.1

1.0.11+fabric-26.1
15 сент. 2026 г.14Minecraft: 26.1fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.21.11

1.0.11+neoforge-1.21.11
15 сент. 2026 г.32Minecraft: 1.21.11neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.21.11

1.0.11+forge-1.21.11
15 сент. 2026 г.7Minecraft: 1.21.11forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.21.10

1.0.11+neoforge-1.21.10
15 сент. 2026 г.4Minecraft: 1.21.10neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.21.10

1.0.11+forge-1.21.10
15 сент. 2026 г.4Minecraft: 1.21.10forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.21.10

1.0.11+fabric-1.21.10
15 сент. 2026 г.11Minecraft: 1.21.10fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.21.9

1.0.11+neoforge-1.21.9
15 сент. 2026 г.1Minecraft: 1.21.9neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.21.9

1.0.11+forge-1.21.9
15 сент. 2026 г.2Minecraft: 1.21.9forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.21.9

1.0.11+fabric-1.21.9
15 сент. 2026 г.2Minecraft: 1.21.9fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.21.8

1.0.11+neoforge-1.21.8
15 сент. 2026 г.3Minecraft: 1.21.8neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.21.8

1.0.11+forge-1.21.8
15 сент. 2026 г.2Minecraft: 1.21.8forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.21.8

1.0.11+fabric-1.21.8
15 сент. 2026 г.10Minecraft: 1.21.8fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.21.7

1.0.11+neoforge-1.21.7
15 сент. 2026 г.3Minecraft: 1.21.7neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.21.7

1.0.11+forge-1.21.7
15 сент. 2026 г.4Minecraft: 1.21.7forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.21.7

1.0.11+fabric-1.21.7
15 сент. 2026 г.1Minecraft: 1.21.7fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.21.6

1.0.11+neoforge-1.21.6
15 сент. 2026 г.3Minecraft: 1.21.6neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.21.6

1.0.11+forge-1.21.6
15 сент. 2026 г.2Minecraft: 1.21.6forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.21.6

1.0.11+fabric-1.21.6
15 сент. 2026 г.2Minecraft: 1.21.6fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.21.5

1.0.11+neoforge-1.21.5
15 сент. 2026 г.3Minecraft: 1.21.5neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.21.5

1.0.11+forge-1.21.5
15 сент. 2026 г.4Minecraft: 1.21.5forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.21.5

1.0.11+fabric-1.21.5
15 сент. 2026 г.5Minecraft: 1.21.5fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.21.4

1.0.11+neoforge-1.21.4
15 сент. 2026 г.4Minecraft: 1.21.4neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.21.4

1.0.11+forge-1.21.4
15 сент. 2026 г.3Minecraft: 1.21.4forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.21.4

1.0.11+fabric-1.21.4
15 сент. 2026 г.1Minecraft: 1.21.4fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.21.3

1.0.11+neoforge-1.21.3
15 сент. 2026 г.3Minecraft: 1.21.3neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.21.3

1.0.11+forge-1.21.3
15 сент. 2026 г.2Minecraft: 1.21.3forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.21.3

1.0.11+fabric-1.21.3
15 сент. 2026 г.1Minecraft: 1.21.3fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.21.2

1.0.11+neoforge-1.21.2
15 сент. 2026 г.1Minecraft: 1.21.2neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.21.2

1.0.11+fabric-1.21.2
15 сент. 2026 г.2Minecraft: 1.21.2fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.21.1

1.0.11+neoforge-1.21.1
15 сент. 2026 г.416Minecraft: 1.21.1neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.21.1

1.0.11+forge-1.21.1
15 сент. 2026 г.21Minecraft: 1.21.1forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.21.1

1.0.11+fabric-1.21.1
15 сент. 2026 г.145Minecraft: 1.21.1fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.21

1.0.11+neoforge-1.21
15 сент. 2026 г.7Minecraft: 1.21neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.21

1.0.11+forge-1.21
15 сент. 2026 г.4Minecraft: 1.21forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.21

1.0.11+fabric-1.21
15 сент. 2026 г.13Minecraft: 1.21fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.20.6

1.0.11+neoforge-1.20.6
15 сент. 2026 г.3Minecraft: 1.20.6neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.20.6

1.0.11+forge-1.20.6
15 сент. 2026 г.0Minecraft: 1.20.6forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.20.6

1.0.11+fabric-1.20.6
15 сент. 2026 г.3Minecraft: 1.20.6fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.20.5

1.0.11+fabric-1.20.5
15 сент. 2026 г.3Minecraft: 1.20.5fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — NeoForge 1.20.4

1.0.11+neoforge-1.20.4
15 сент. 2026 г.3Minecraft: 1.20.4neoforge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.20.4

1.0.11+forge-1.20.4
15 сент. 2026 г.3Minecraft: 1.20.4forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.20.4

1.0.11+fabric-1.20.4
15 сент. 2026 г.6Minecraft: 1.20.4fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.20.3

1.0.11+fabric-1.20.3
15 сент. 2026 г.1Minecraft: 1.20.3fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.20.2

1.0.11+fabric-1.20.2
15 сент. 2026 г.2Minecraft: 1.20.2fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Forge 1.20.1

1.0.11+forge-1.20.1
15 сент. 2026 г.97Minecraft: 1.20.1forge
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.20.1

1.0.11+fabric-1.20.1
15 сент. 2026 г.296Minecraft: 1.20.1fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.11 — Fabric 1.21.11

1.0.11+fabric-1.21.11
15 сент. 2026 г.114Minecraft: 1.21.11fabric
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# 1.0.11 Nine reports this time. Here's what changed. ## New - **New setting: `enchantment_loot_chance`** (default 50%). Controls how often the mod's enchantments can show up on random loot, like enchanted books in chests. Set it to 100% for the old behaviour or 0% to keep them out of loot entirely. It's in `alexscaves-general.toml` and on the Vanilla Changes page of `/acc menu`. The enchanting table isn't affected. ## Fixed - **Crash near magnet crystals** on 1.20.3 to 1.21.1. The lightning sparks did a visibility check those versions don't allow without an entity. - **Crash when shooting the Dreadbow** on 1.20.5 and later. Dark arrows were created from an empty item. - **Shot Gum and gumball-shooting mobs fired invisible gumballs** on 1.21 and later. The gumball was turned around one extra time and ended up facing away from you. - **Baby Tremorzilla was far too small** on 1.20.5 to 1.21.1. It was being shrunk twice. - **The camera stayed too close while riding Tremorzilla** and other big mounts on NeoForge 1.21 and later. - **The Cave Compendium had missing text and flickering pages** on Fabric before 1.21.5. - **Forge 26.2 logged "Invalid access transformer line" errors** at startup.
release

Alex's Caves Continued 1.0.10 — NeoForge 26.2

1.0.10+neoforge-26.2
11 сент. 2026 г.121Minecraft: 26.2neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 26.2

1.0.10+forge-26.2
11 сент. 2026 г.27Minecraft: 26.2forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 26.1.2

1.0.10+neoforge-26.1.2
11 сент. 2026 г.94Minecraft: 26.1.2neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 26.1.2

1.0.10+forge-26.1.2
11 сент. 2026 г.8Minecraft: 26.1.2forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 26.1.2

1.0.10+fabric-26.1.2
11 сент. 2026 г.133Minecraft: 26.1.2fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 26.1.1

1.0.10+neoforge-26.1.1
11 сент. 2026 г.1Minecraft: 26.1.1neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 26.1.1

1.0.10+forge-26.1.1
11 сент. 2026 г.3Minecraft: 26.1.1forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 26.1.1

1.0.10+fabric-26.1.1
11 сент. 2026 г.3Minecraft: 26.1.1fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 26.1

1.0.10+neoforge-26.1
11 сент. 2026 г.6Minecraft: 26.1neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 26.1

1.0.10+forge-26.1
11 сент. 2026 г.19Minecraft: 26.1forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 26.1

1.0.10+fabric-26.1
11 сент. 2026 г.21Minecraft: 26.1fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.21.11

1.0.10+neoforge-1.21.11
11 сент. 2026 г.27Minecraft: 1.21.11neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.21.11

1.0.10+forge-1.21.11
11 сент. 2026 г.10Minecraft: 1.21.11forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.21.11

1.0.10+fabric-1.21.11
11 сент. 2026 г.301Minecraft: 1.21.11fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.21.10

1.0.10+neoforge-1.21.10
11 сент. 2026 г.8Minecraft: 1.21.10neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.21.10

1.0.10+forge-1.21.10
11 сент. 2026 г.4Minecraft: 1.21.10forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.21.10

1.0.10+fabric-1.21.10
11 сент. 2026 г.19Minecraft: 1.21.10fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.21.9

1.0.10+neoforge-1.21.9
11 сент. 2026 г.0Minecraft: 1.21.9neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.21.9

1.0.10+forge-1.21.9
11 сент. 2026 г.1Minecraft: 1.21.9forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.21.9

1.0.10+fabric-1.21.9
11 сент. 2026 г.4Minecraft: 1.21.9fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.21.8

1.0.10+neoforge-1.21.8
11 сент. 2026 г.8Minecraft: 1.21.8neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.21.8

1.0.10+forge-1.21.8
11 сент. 2026 г.0Minecraft: 1.21.8forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.21.8

1.0.10+fabric-1.21.8
11 сент. 2026 г.19Minecraft: 1.21.8fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.21.7

1.0.10+neoforge-1.21.7
11 сент. 2026 г.1Minecraft: 1.21.7neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.21.7

1.0.10+forge-1.21.7
11 сент. 2026 г.4Minecraft: 1.21.7forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.21.7

1.0.10+fabric-1.21.7
11 сент. 2026 г.1Minecraft: 1.21.7fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.21.6

1.0.10+neoforge-1.21.6
11 сент. 2026 г.3Minecraft: 1.21.6neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.21.6

1.0.10+forge-1.21.6
11 сент. 2026 г.0Minecraft: 1.21.6forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.21.6

1.0.10+fabric-1.21.6
11 сент. 2026 г.0Minecraft: 1.21.6fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.21.5

1.0.10+neoforge-1.21.5
11 сент. 2026 г.5Minecraft: 1.21.5neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.21.5

1.0.10+forge-1.21.5
11 сент. 2026 г.0Minecraft: 1.21.5forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.21.5

1.0.10+fabric-1.21.5
11 сент. 2026 г.6Minecraft: 1.21.5fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.21.4

1.0.10+neoforge-1.21.4
11 сент. 2026 г.11Minecraft: 1.21.4neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.21.4

1.0.10+forge-1.21.4
11 сент. 2026 г.2Minecraft: 1.21.4forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.21.4

1.0.10+fabric-1.21.4
11 сент. 2026 г.14Minecraft: 1.21.4fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.21.3

1.0.10+neoforge-1.21.3
11 сент. 2026 г.0Minecraft: 1.21.3neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.21.3

1.0.10+forge-1.21.3
11 сент. 2026 г.0Minecraft: 1.21.3forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.21.3

1.0.10+fabric-1.21.3
11 сент. 2026 г.3Minecraft: 1.21.3fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.21.2

1.0.10+neoforge-1.21.2
11 сент. 2026 г.0Minecraft: 1.21.2neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.21.2

1.0.10+fabric-1.21.2
11 сент. 2026 г.0Minecraft: 1.21.2fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.21.1

1.0.10+neoforge-1.21.1
11 сент. 2026 г.699Minecraft: 1.21.1neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.21.1

1.0.10+forge-1.21.1
11 сент. 2026 г.35Minecraft: 1.21.1forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.21.1

1.0.10+fabric-1.21.1
11 сент. 2026 г.242Minecraft: 1.21.1fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.21

1.0.10+neoforge-1.21
11 сент. 2026 г.8Minecraft: 1.21neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.21

1.0.10+forge-1.21
11 сент. 2026 г.4Minecraft: 1.21forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.21

1.0.10+fabric-1.21
11 сент. 2026 г.14Minecraft: 1.21fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.20.6

1.0.10+neoforge-1.20.6
11 сент. 2026 г.2Minecraft: 1.20.6neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.20.6

1.0.10+forge-1.20.6
11 сент. 2026 г.5Minecraft: 1.20.6forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.20.6

1.0.10+fabric-1.20.6
11 сент. 2026 г.4Minecraft: 1.20.6fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.20.5

1.0.10+fabric-1.20.5
11 сент. 2026 г.0Minecraft: 1.20.5fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — NeoForge 1.20.4

1.0.10+neoforge-1.20.4
11 сент. 2026 г.4Minecraft: 1.20.4neoforge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.20.4

1.0.10+forge-1.20.4
11 сент. 2026 г.4Minecraft: 1.20.4forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.20.4

1.0.10+fabric-1.20.4
11 сент. 2026 г.5Minecraft: 1.20.4fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.20.3

1.0.10+fabric-1.20.3
11 сент. 2026 г.0Minecraft: 1.20.3fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.20.2

1.0.10+fabric-1.20.2
11 сент. 2026 г.2Minecraft: 1.20.2fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Forge 1.20.1

1.0.10+forge-1.20.1
11 сент. 2026 г.78Minecraft: 1.20.1forge
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 1.20.1

1.0.10+fabric-1.20.1
11 сент. 2026 г.417Minecraft: 1.20.1fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.10 — Fabric 26.2

1.0.10+fabric-26.2
11 сент. 2026 г.894Minecraft: 26.2fabric
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# 1.0.10 Five reports came in after `1.0.9`, most of them lists. Here's what's fixed. ## Fixed - **World generation crashed in the Primordial Caves on 1.21 and later**, or flooded the log with warnings if you had WorldgenFeatureFix. A water lake's freeze check could reach two chunks away, further than the game allows during generation. It now checks the column it's actually on. This also covers water lakes added by other mods and datapacks. - **Acid and purple soda looked like plain water on Fabric.** Their textures were never registered on the client. - **The Abyssal Chasm sky flickered, flashed red while descending, and the sun and moon flickered in cave biomes.** The biome blend behind the sky colour could round slightly past its limits, and the sky turned that into a one-frame flash. - **The submarine wouldn't rise if sprint was held or toggled on.** Diving won over rising. Jump now takes priority. - **Cave Tablets, Cave Codexes, Biome Treats, Gazing Pearls and Jelly Beans were plain white on 1.20.5 to 1.21.3.** Their tint colour had no alpha, and those versions started respecting it. - **Switching the submarine floodlights on or off made the camera jump for a frame** on 1.21.1 and older. - **The Cave Compendium drew recipe items warped** on 1.21.11 and later, **and left some mob pictures blank** on 1.21.9 to 26.1. - **The monocle in the Spelunkery Table minigame couldn't be dragged** on 1.21.9 and later, unless you started the drag over a slot. - **The eye in the underzealot ritual was hidden behind the darkness** on 1.21 and later. - **Guano piles picked as snow with Snow! Real Magic! installed** on Forge and NeoForge. - **The Hologram Projector drew the Forsaken almost invisible.** It now draws its glowing layer too. - A couple of spots in the Watcher that could fail outside a real world, e.g. in recipe viewer previews, are now safe. ## Couldn't reproduce yet If you've hit one of these, a log or screenshot would help a lot: - A hard crash when using an Occult Gem linked to a Beholder with night vision on (1.21.11 Fabric). - A very bright sky in the Abyssal Chasm on 1.21.1. - The Cave Map staying blank white on 1.21.1. - A crash with Just Enough Resources when looking at dark tatters. - Modded mobs not showing up in the Hologram Projector (which mobs?). - Peering coprolith and a few other glowing blocks looking wrong on Fabric 1.21.1.
release

Alex's Caves Continued 1.0.9 — NeoForge 26.2

1.0.9+neoforge-26.2
5 сент. 2026 г.48Minecraft: 26.2neoforge
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# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 26.2

1.0.9+forge-26.2
5 сент. 2026 г.14Minecraft: 26.2forge
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# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 26.2

1.0.9+fabric-26.2
5 сент. 2026 г.142Minecraft: 26.2fabric
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# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 26.1.2

1.0.9+neoforge-26.1.2
5 сент. 2026 г.16Minecraft: 26.1.2neoforge
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# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 26.1.2

1.0.9+forge-26.1.2
5 сент. 2026 г.3Minecraft: 26.1.2forge
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# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 26.1.2

1.0.9+fabric-26.1.2
5 сент. 2026 г.38Minecraft: 26.1.2fabric
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# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 26.1.1

1.0.9+neoforge-26.1.1
5 сент. 2026 г.2Minecraft: 26.1.1neoforge
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# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 26.1.1

1.0.9+forge-26.1.1
5 сент. 2026 г.1Minecraft: 26.1.1forge
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# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 26.1.1

1.0.9+fabric-26.1.1
5 сент. 2026 г.5Minecraft: 26.1.1fabric
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# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 26.1

1.0.9+neoforge-26.1
5 сент. 2026 г.2Minecraft: 26.1neoforge
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# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 26.1

1.0.9+forge-26.1
5 сент. 2026 г.3Minecraft: 26.1forge
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# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 26.1

1.0.9+fabric-26.1
5 сент. 2026 г.6Minecraft: 26.1fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.21.11

1.0.9+neoforge-1.21.11
5 сент. 2026 г.4Minecraft: 1.21.11neoforge
Скачать
Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.21.11

1.0.9+forge-1.21.11
5 сент. 2026 г.4Minecraft: 1.21.11forge
Скачать
Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.21.11

1.0.9+fabric-1.21.11
5 сент. 2026 г.58Minecraft: 1.21.11fabric
Скачать
Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.21.10

1.0.9+neoforge-1.21.10
5 сент. 2026 г.1Minecraft: 1.21.10neoforge
Скачать
Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.21.10

1.0.9+forge-1.21.10
5 сент. 2026 г.0Minecraft: 1.21.10forge
Скачать
Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.21.10

1.0.9+fabric-1.21.10
5 сент. 2026 г.4Minecraft: 1.21.10fabric
Скачать
Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.21.9

1.0.9+neoforge-1.21.9
5 сент. 2026 г.0Minecraft: 1.21.9neoforge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.21.9

1.0.9+forge-1.21.9
5 сент. 2026 г.2Minecraft: 1.21.9forge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.21.9

1.0.9+fabric-1.21.9
5 сент. 2026 г.1Minecraft: 1.21.9fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.21.8

1.0.9+neoforge-1.21.8
5 сент. 2026 г.2Minecraft: 1.21.8neoforge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.21.8

1.0.9+forge-1.21.8
5 сент. 2026 г.0Minecraft: 1.21.8forge
Скачать
Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.21.8

1.0.9+fabric-1.21.8
5 сент. 2026 г.9Minecraft: 1.21.8fabric
Скачать
Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.21.7

1.0.9+neoforge-1.21.7
5 сент. 2026 г.2Minecraft: 1.21.7neoforge
Скачать
Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.21.7

1.0.9+forge-1.21.7
5 сент. 2026 г.1Minecraft: 1.21.7forge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.21.7

1.0.9+fabric-1.21.7
5 сент. 2026 г.2Minecraft: 1.21.7fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.21.6

1.0.9+neoforge-1.21.6
5 сент. 2026 г.1Minecraft: 1.21.6neoforge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.21.6

1.0.9+forge-1.21.6
5 сент. 2026 г.1Minecraft: 1.21.6forge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.21.6

1.0.9+fabric-1.21.6
5 сент. 2026 г.1Minecraft: 1.21.6fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.21.5

1.0.9+neoforge-1.21.5
5 сент. 2026 г.1Minecraft: 1.21.5neoforge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.21.5

1.0.9+forge-1.21.5
5 сент. 2026 г.0Minecraft: 1.21.5forge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.21.5

1.0.9+fabric-1.21.5
5 сент. 2026 г.1Minecraft: 1.21.5fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.21.4

1.0.9+neoforge-1.21.4
5 сент. 2026 г.0Minecraft: 1.21.4neoforge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.21.4

1.0.9+forge-1.21.4
5 сент. 2026 г.0Minecraft: 1.21.4forge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.21.4

1.0.9+fabric-1.21.4
5 сент. 2026 г.3Minecraft: 1.21.4fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.21.3

1.0.9+neoforge-1.21.3
5 сент. 2026 г.0Minecraft: 1.21.3neoforge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.21.3

1.0.9+forge-1.21.3
5 сент. 2026 г.2Minecraft: 1.21.3forge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.21.3

1.0.9+fabric-1.21.3
5 сент. 2026 г.1Minecraft: 1.21.3fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.21.2

1.0.9+neoforge-1.21.2
5 сент. 2026 г.2Minecraft: 1.21.2neoforge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.21.2

1.0.9+fabric-1.21.2
5 сент. 2026 г.1Minecraft: 1.21.2fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.21.1

1.0.9+neoforge-1.21.1
5 сент. 2026 г.98Minecraft: 1.21.1neoforge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.21.1

1.0.9+forge-1.21.1
5 сент. 2026 г.7Minecraft: 1.21.1forge
Скачать
Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.21.1

1.0.9+fabric-1.21.1
5 сент. 2026 г.87Minecraft: 1.21.1fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.21

1.0.9+neoforge-1.21
5 сент. 2026 г.2Minecraft: 1.21neoforge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.21

1.0.9+forge-1.21
5 сент. 2026 г.0Minecraft: 1.21forge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.21

1.0.9+fabric-1.21
5 сент. 2026 г.5Minecraft: 1.21fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.20.6

1.0.9+neoforge-1.20.6
5 сент. 2026 г.1Minecraft: 1.20.6neoforge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.20.6

1.0.9+forge-1.20.6
5 сент. 2026 г.1Minecraft: 1.20.6forge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.20.6

1.0.9+fabric-1.20.6
5 сент. 2026 г.3Minecraft: 1.20.6fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.20.5

1.0.9+fabric-1.20.5
5 сент. 2026 г.1Minecraft: 1.20.5fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — NeoForge 1.20.4

1.0.9+neoforge-1.20.4
5 сент. 2026 г.1Minecraft: 1.20.4neoforge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.20.4

1.0.9+forge-1.20.4
5 сент. 2026 г.1Minecraft: 1.20.4forge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.20.4

1.0.9+fabric-1.20.4
5 сент. 2026 г.3Minecraft: 1.20.4fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.20.3

1.0.9+fabric-1.20.3
5 сент. 2026 г.1Minecraft: 1.20.3fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.20.2

1.0.9+fabric-1.20.2
5 сент. 2026 г.0Minecraft: 1.20.2fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Forge 1.20.1

1.0.9+forge-1.20.1
5 сент. 2026 г.8Minecraft: 1.20.1forge
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.9 — Fabric 1.20.1

1.0.9+fabric-1.20.1
5 сент. 2026 г.75Minecraft: 1.20.1fabric
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Что нового
# 1.0.9 Five reports came in after `1.0.8`. Four of them are fixed here. ## Fixed - **Hitting a Luxtructosaurus crashed the game on 26.2.** Same crash for Tremorzilla, Hullbreaker, Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash people hit after resizing one with `/attribute`. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - **Going underwater on 1.21.2 and later filled the screen with flat biome fog** and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now. - **Placing a pewen or thornwood boat crashed the game.** Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric. - **Alex's Caves gear showed no enchantments at an enchanting table on Fabric.** The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour. ## Couldn't reproduce - **The giant sweetberry x-ray in the candy cavity.** We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help. - **The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers.** We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
release

Alex's Caves Continued 1.0.8 — NeoForge 26.2

1.0.8+neoforge-26.2
30 авг. 2026 г.1Minecraft: 26.2neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 26.2

1.0.8+forge-26.2
30 авг. 2026 г.1Minecraft: 26.2forge
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Что нового
# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 26.2

1.0.8+fabric-26.2
30 авг. 2026 г.3Minecraft: 26.2fabric
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Что нового
# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 26.1.2

1.0.8+neoforge-26.1.2
30 авг. 2026 г.1Minecraft: 26.1.2neoforge
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Что нового
# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 26.1.2

1.0.8+forge-26.1.2
30 авг. 2026 г.1Minecraft: 26.1.2forge
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Что нового
# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 26.1.2

1.0.8+fabric-26.1.2
30 авг. 2026 г.1Minecraft: 26.1.2fabric
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Что нового
# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 26.1.1

1.0.8+neoforge-26.1.1
30 авг. 2026 г.0Minecraft: 26.1.1neoforge
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Что нового
# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 26.1.1

1.0.8+forge-26.1.1
30 авг. 2026 г.1Minecraft: 26.1.1forge
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Что нового
# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 26.1.1

1.0.8+fabric-26.1.1
30 авг. 2026 г.1Minecraft: 26.1.1fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 26.1

1.0.8+neoforge-26.1
30 авг. 2026 г.1Minecraft: 26.1neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 26.1

1.0.8+forge-26.1
30 авг. 2026 г.1Minecraft: 26.1forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 26.1

1.0.8+fabric-26.1
30 авг. 2026 г.1Minecraft: 26.1fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.21.11

1.0.8+neoforge-1.21.11
30 авг. 2026 г.1Minecraft: 1.21.11neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.21.11

1.0.8+forge-1.21.11
30 авг. 2026 г.1Minecraft: 1.21.11forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.21.11

1.0.8+fabric-1.21.11
30 авг. 2026 г.6Minecraft: 1.21.11fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.21.10

1.0.8+neoforge-1.21.10
30 авг. 2026 г.1Minecraft: 1.21.10neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.21.10

1.0.8+forge-1.21.10
30 авг. 2026 г.1Minecraft: 1.21.10forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.21.10

1.0.8+fabric-1.21.10
30 авг. 2026 г.1Minecraft: 1.21.10fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.21.9

1.0.8+neoforge-1.21.9
30 авг. 2026 г.1Minecraft: 1.21.9neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.21.9

1.0.8+forge-1.21.9
30 авг. 2026 г.0Minecraft: 1.21.9forge
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Что нового
# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.21.9

1.0.8+fabric-1.21.9
30 авг. 2026 г.1Minecraft: 1.21.9fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.21.8

1.0.8+neoforge-1.21.8
30 авг. 2026 г.1Minecraft: 1.21.8neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.21.8

1.0.8+forge-1.21.8
30 авг. 2026 г.1Minecraft: 1.21.8forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.21.8

1.0.8+fabric-1.21.8
30 авг. 2026 г.1Minecraft: 1.21.8fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.21.7

1.0.8+neoforge-1.21.7
30 авг. 2026 г.1Minecraft: 1.21.7neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.21.7

1.0.8+forge-1.21.7
30 авг. 2026 г.0Minecraft: 1.21.7forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.21.7

1.0.8+fabric-1.21.7
30 авг. 2026 г.0Minecraft: 1.21.7fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.21.6

1.0.8+neoforge-1.21.6
30 авг. 2026 г.3Minecraft: 1.21.6neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.21.6

1.0.8+forge-1.21.6
30 авг. 2026 г.0Minecraft: 1.21.6forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.21.6

1.0.8+fabric-1.21.6
30 авг. 2026 г.1Minecraft: 1.21.6fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.21.5

1.0.8+neoforge-1.21.5
30 авг. 2026 г.1Minecraft: 1.21.5neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.21.5

1.0.8+forge-1.21.5
30 авг. 2026 г.1Minecraft: 1.21.5forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.21.5

1.0.8+fabric-1.21.5
30 авг. 2026 г.0Minecraft: 1.21.5fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.21.4

1.0.8+neoforge-1.21.4
30 авг. 2026 г.1Minecraft: 1.21.4neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.21.4

1.0.8+forge-1.21.4
30 авг. 2026 г.2Minecraft: 1.21.4forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.21.4

1.0.8+fabric-1.21.4
30 авг. 2026 г.1Minecraft: 1.21.4fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.21.3

1.0.8+neoforge-1.21.3
30 авг. 2026 г.0Minecraft: 1.21.3neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.21.3

1.0.8+forge-1.21.3
30 авг. 2026 г.0Minecraft: 1.21.3forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.21.3

1.0.8+fabric-1.21.3
30 авг. 2026 г.1Minecraft: 1.21.3fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.21.2

1.0.8+neoforge-1.21.2
30 авг. 2026 г.2Minecraft: 1.21.2neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.21.2

1.0.8+fabric-1.21.2
30 авг. 2026 г.2Minecraft: 1.21.2fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.21.1

1.0.8+neoforge-1.21.1
30 авг. 2026 г.12Minecraft: 1.21.1neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.21.1

1.0.8+forge-1.21.1
30 авг. 2026 г.2Minecraft: 1.21.1forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.21.1

1.0.8+fabric-1.21.1
30 авг. 2026 г.2Minecraft: 1.21.1fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.21

1.0.8+neoforge-1.21
30 авг. 2026 г.1Minecraft: 1.21neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.21

1.0.8+forge-1.21
30 авг. 2026 г.2Minecraft: 1.21forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.21

1.0.8+fabric-1.21
30 авг. 2026 г.1Minecraft: 1.21fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.20.6

1.0.8+neoforge-1.20.6
30 авг. 2026 г.2Minecraft: 1.20.6neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.20.6

1.0.8+forge-1.20.6
30 авг. 2026 г.1Minecraft: 1.20.6forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.20.6

1.0.8+fabric-1.20.6
30 авг. 2026 г.2Minecraft: 1.20.6fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.20.5

1.0.8+fabric-1.20.5
30 авг. 2026 г.2Minecraft: 1.20.5fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — NeoForge 1.20.4

1.0.8+neoforge-1.20.4
30 авг. 2026 г.2Minecraft: 1.20.4neoforge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.20.4

1.0.8+forge-1.20.4
30 авг. 2026 г.1Minecraft: 1.20.4forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.20.4

1.0.8+fabric-1.20.4
30 авг. 2026 г.0Minecraft: 1.20.4fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.20.3

1.0.8+fabric-1.20.3
30 авг. 2026 г.2Minecraft: 1.20.3fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.20.2

1.0.8+fabric-1.20.2
30 авг. 2026 г.9Minecraft: 1.20.2fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Forge 1.20.1

1.0.8+forge-1.20.1
30 авг. 2026 г.1Minecraft: 1.20.1forge
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.8 — Fabric 1.20.1

1.0.8+fabric-1.20.1
30 авг. 2026 г.1Minecraft: 1.20.1fabric
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# 1.0.8 Five reports came in against `1.0.7`. Three were real bugs, one asked for a feature and got it, and one turned up a fourth bug nobody had reported. ## Fixed - **Cave maps could not find a biome that was actually there.** The map said the biome wasn't nearby while `/locate biome` found it immediately. The part of the mod that decides *where* the cave biomes go only learned which world it was working in while terrain was actively being generated — so on a world that was already generated, or with more than one dimension loaded, it was reading the wrong world (or none at all) and placing biomes on a different layout than the map was searching. It now works this out once, from the running server, and cannot get it wrong again. - **The Nuclear Furnace would not place on 26.2.** Building the multiblock made Minecraft re-check whether each half-finished piece could stay where it was — and a half-finished piece can't, so the structure took itself apart as fast as it went up. - **Subterranadon and Grottoceratops shook their heads violently while idle.** Their heads turned but their bodies never followed, so the head hit its turn limit, snapped back, and hit it again. - **Holograms, radiation glow, the Watcher and four other screen effects never appeared on Fabric below 1.21.2.** Six of the mod's seven full-screen effects failed to load on those versions, with nothing but a warning buried in the log. Alex's Caves was originally a Forge mod, and Forge quietly works around the underlying limitation; Fabric doesn't. Fixed for all eight affected versions. ## New - **The Hologram Projector now shows mobs from other mods.** Anything the projector couldn't pose itself simply didn't appear — which was most modded mobs. Those now draw through their own renderer, tinted and translucent like everything else the projector shows. - **The Hologram Projector has a size control.** Crouch and use it with an empty hand to cycle through seven sizes, from a quarter scale up to triple. ## Also - Cave Tablet, Cave Codex, Cave Map and Biome Treat now show as **Uncommon**, so they stand out in an inventory. ## Answers - **"Black spaces around pewen branches on 1.20.1."** We couldn't reproduce this. We audited every block in the mod for the model setting that causes exactly this symptom and found none missing, and a pewen tree renders correctly here on 1.20.1. It's most likely an interaction with another mod — a shader pack or a culling mod would be the first things to try removing. If it happens with only Alex's Caves Continued installed, please send us a screenshot and your mod list. - **"A fluid read on unloaded chunks deadlocks the game."** Yes — that was fixed in `1.0.7`. Update and it should be gone.
release

Alex's Caves Continued 1.0.7 — NeoForge 26.2

1.0.7+neoforge-26.2
28 авг. 2026 г.0Minecraft: 26.2neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 26.2

1.0.7+forge-26.2
28 авг. 2026 г.1Minecraft: 26.2forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 26.2

1.0.7+fabric-26.2
28 авг. 2026 г.2Minecraft: 26.2fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 26.1.2

1.0.7+neoforge-26.1.2
28 авг. 2026 г.0Minecraft: 26.1.2neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 26.1.2

1.0.7+forge-26.1.2
28 авг. 2026 г.0Minecraft: 26.1.2forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 26.1.2

1.0.7+fabric-26.1.2
28 авг. 2026 г.1Minecraft: 26.1.2fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 26.1.1

1.0.7+neoforge-26.1.1
28 авг. 2026 г.0Minecraft: 26.1.1neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 26.1.1

1.0.7+forge-26.1.1
28 авг. 2026 г.0Minecraft: 26.1.1forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 26.1.1

1.0.7+fabric-26.1.1
28 авг. 2026 г.0Minecraft: 26.1.1fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 26.1

1.0.7+neoforge-26.1
28 авг. 2026 г.1Minecraft: 26.1neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 26.1

1.0.7+forge-26.1
28 авг. 2026 г.1Minecraft: 26.1forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 26.1

1.0.7+fabric-26.1
28 авг. 2026 г.0Minecraft: 26.1fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.21.11

1.0.7+neoforge-1.21.11
28 авг. 2026 г.0Minecraft: 1.21.11neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.21.11

1.0.7+forge-1.21.11
28 авг. 2026 г.1Minecraft: 1.21.11forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.21.11

1.0.7+fabric-1.21.11
28 авг. 2026 г.5Minecraft: 1.21.11fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.21.10

1.0.7+neoforge-1.21.10
28 авг. 2026 г.1Minecraft: 1.21.10neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.21.10

1.0.7+forge-1.21.10
28 авг. 2026 г.0Minecraft: 1.21.10forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.21.10

1.0.7+fabric-1.21.10
28 авг. 2026 г.1Minecraft: 1.21.10fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.21.9

1.0.7+neoforge-1.21.9
28 авг. 2026 г.0Minecraft: 1.21.9neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.21.9

1.0.7+forge-1.21.9
28 авг. 2026 г.0Minecraft: 1.21.9forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.21.9

1.0.7+fabric-1.21.9
28 авг. 2026 г.0Minecraft: 1.21.9fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.21.8

1.0.7+neoforge-1.21.8
28 авг. 2026 г.0Minecraft: 1.21.8neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.21.8

1.0.7+forge-1.21.8
28 авг. 2026 г.0Minecraft: 1.21.8forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.21.8

1.0.7+fabric-1.21.8
28 авг. 2026 г.0Minecraft: 1.21.8fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.21.7

1.0.7+neoforge-1.21.7
28 авг. 2026 г.0Minecraft: 1.21.7neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.21.7

1.0.7+forge-1.21.7
28 авг. 2026 г.1Minecraft: 1.21.7forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.21.7

1.0.7+fabric-1.21.7
28 авг. 2026 г.1Minecraft: 1.21.7fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.21.6

1.0.7+neoforge-1.21.6
28 авг. 2026 г.0Minecraft: 1.21.6neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.21.6

1.0.7+forge-1.21.6
28 авг. 2026 г.1Minecraft: 1.21.6forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.21.6

1.0.7+fabric-1.21.6
28 авг. 2026 г.1Minecraft: 1.21.6fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.21.5

1.0.7+neoforge-1.21.5
28 авг. 2026 г.1Minecraft: 1.21.5neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.21.5

1.0.7+forge-1.21.5
28 авг. 2026 г.1Minecraft: 1.21.5forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.21.5

1.0.7+fabric-1.21.5
28 авг. 2026 г.0Minecraft: 1.21.5fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.21.4

1.0.7+neoforge-1.21.4
28 авг. 2026 г.0Minecraft: 1.21.4neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.21.4

1.0.7+forge-1.21.4
28 авг. 2026 г.1Minecraft: 1.21.4forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.21.4

1.0.7+fabric-1.21.4
28 авг. 2026 г.1Minecraft: 1.21.4fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.21.3

1.0.7+neoforge-1.21.3
28 авг. 2026 г.0Minecraft: 1.21.3neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.21.3

1.0.7+forge-1.21.3
28 авг. 2026 г.2Minecraft: 1.21.3forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.21.3

1.0.7+fabric-1.21.3
28 авг. 2026 г.0Minecraft: 1.21.3fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.21.2

1.0.7+neoforge-1.21.2
28 авг. 2026 г.2Minecraft: 1.21.2neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.21.2

1.0.7+fabric-1.21.2
28 авг. 2026 г.1Minecraft: 1.21.2fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.21.1

1.0.7+neoforge-1.21.1
28 авг. 2026 г.1Minecraft: 1.21.1neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.21.1

1.0.7+forge-1.21.1
28 авг. 2026 г.1Minecraft: 1.21.1forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.21.1

1.0.7+fabric-1.21.1
28 авг. 2026 г.2Minecraft: 1.21.1fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.21

1.0.7+neoforge-1.21
28 авг. 2026 г.1Minecraft: 1.21neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.21

1.0.7+forge-1.21
28 авг. 2026 г.2Minecraft: 1.21forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.21

1.0.7+fabric-1.21
28 авг. 2026 г.2Minecraft: 1.21fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.20.6

1.0.7+neoforge-1.20.6
28 авг. 2026 г.2Minecraft: 1.20.6neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.20.6

1.0.7+forge-1.20.6
28 авг. 2026 г.2Minecraft: 1.20.6forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.20.6

1.0.7+fabric-1.20.6
28 авг. 2026 г.2Minecraft: 1.20.6fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.20.5

1.0.7+fabric-1.20.5
28 авг. 2026 г.0Minecraft: 1.20.5fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — NeoForge 1.20.4

1.0.7+neoforge-1.20.4
28 авг. 2026 г.2Minecraft: 1.20.4neoforge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.20.4

1.0.7+forge-1.20.4
28 авг. 2026 г.2Minecraft: 1.20.4forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.20.4

1.0.7+fabric-1.20.4
28 авг. 2026 г.1Minecraft: 1.20.4fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.20.3

1.0.7+fabric-1.20.3
28 авг. 2026 г.2Minecraft: 1.20.3fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.20.2

1.0.7+fabric-1.20.2
28 авг. 2026 г.0Minecraft: 1.20.2fabric
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Fabric 1.20.1

1.0.7+fabric-1.20.1
28 авг. 2026 г.2Minecraft: 1.20.1fabric
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Что нового
# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.7 — Forge 1.20.1

1.0.7+forge-1.20.1
28 авг. 2026 г.0Minecraft: 1.20.1forge
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# 1.0.7 Twelve reports came in against `1.0.6`. Five were real bugs — all fixed — and the rest are answered at the bottom. ## Fixed - **Startup crash with Farmer's Delight Refabricated** (26.1.2 / NeoForge, via Sinytra Connector) — `Block id not set`. Our blocks shared their settings, so a block's name was attached slightly too late for Farmer's Delight, which asks for it earlier than anything else. Every block now builds its own settings and is named immediately. Verified on the reporter's exact setup. - **Armour invisible on NeoForge 1.21.1**, with Darkness Incarnate leaving the wearer half black (that was its glow drawn over a bare body). NeoForge 21.1 uses a different armour-drawing routine than the one we replaced, so our armour never got its turn. Other versions were unaffected. - **Worldgen stalls, freezes and crashes** — Chunky/C2ME dropping to single-digit chunks/sec, the game locking up after loading lots of chunks, and `Requested chunk unavailable during world generation` on entering the Primordial Caves. All three were our "is this entity in a fluid?" check, which could force another chunk to generate in the middle of generating one. It now only reads chunks that are already loaded. One reporter's profile had 19% of worldgen time in that call. - **Crash on Forge 1.20.1 with nothing but Alex's Caves and CodxLib installed.** A file granting us access to a few internal Minecraft parts was announced to Forge in a way that made Forge skip it. Forge only; NeoForge and Fabric were never affected. - **TerraBlender 26.2** (`26.2.0.0.2`) — its surface-rule system changed shape, so our biome surfaces silently fell back to a merge TerraBlender could override. We now support both shapes. Also hardened: using an Occult Gem on a Beholder through automation (a deployer, with no player holding it) crashed the game. ## Answers - **"Crashes with Sodium/Lithium/EntityCulling/FerriteCore/BedOptimization."** No log, but it matches the Abyssmarine Wall crash fixed in `1.0.6`. Still happening on `1.0.6`+? Please send a log. - **"Still crashing with Alex's Mobs and both Farmer's Delight compat mods."** Same log as before — fixed in `1.0.6`. Update both mods. - **"The Beholder crashes when used."** We audited the whole thing on every version and could not reproduce it. If it wasn't the automation case above, please open an issue with your log. - **"Add compat for Tectonic."** Not this release — it's a feature and wants proper design. Our biomes are generated underground, so surface terrain mods generally coexist already; if something specific breaks, tell us what. - **"The issue is still present" (1.21.11 Fabric, ~80 mods).** The Tremorzilla plate brightness was fixed in `1.0.6` — check you're on it. The Primordial Caves crash from that report is fixed above. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start saying `requires codxlib`, that's all it means — install CodxLib alongside it.
release

Alex's Caves Continued 1.0.6 — NeoForge 26.2

1.0.6+neoforge-26.2
26 авг. 2026 г.1Minecraft: 26.2neoforge
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# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 26.2

1.0.6+forge-26.2
26 авг. 2026 г.0Minecraft: 26.2forge
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# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 26.1.2

1.0.6+neoforge-26.1.2
26 авг. 2026 г.1Minecraft: 26.1.2neoforge
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# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 26.1.2

1.0.6+forge-26.1.2
26 авг. 2026 г.1Minecraft: 26.1.2forge
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# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 26.1.2

1.0.6+fabric-26.1.2
26 авг. 2026 г.0Minecraft: 26.1.2fabric
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# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 26.1.1

1.0.6+neoforge-26.1.1
26 авг. 2026 г.1Minecraft: 26.1.1neoforge
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# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 26.1.1

1.0.6+forge-26.1.1
26 авг. 2026 г.0Minecraft: 26.1.1forge
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# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 26.1.1

1.0.6+fabric-26.1.1
26 авг. 2026 г.1Minecraft: 26.1.1fabric
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# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 26.1

1.0.6+neoforge-26.1
26 авг. 2026 г.1Minecraft: 26.1neoforge
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# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 26.1

1.0.6+forge-26.1
26 авг. 2026 г.1Minecraft: 26.1forge
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# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 26.1

1.0.6+fabric-26.1
26 авг. 2026 г.0Minecraft: 26.1fabric
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# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.21.11

1.0.6+neoforge-1.21.11
26 авг. 2026 г.1Minecraft: 1.21.11neoforge
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.21.11

1.0.6+forge-1.21.11
26 авг. 2026 г.1Minecraft: 1.21.11forge
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.21.11

1.0.6+fabric-1.21.11
26 авг. 2026 г.3Minecraft: 1.21.11fabric
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.21.10

1.0.6+neoforge-1.21.10
26 авг. 2026 г.1Minecraft: 1.21.10neoforge
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.21.10

1.0.6+forge-1.21.10
26 авг. 2026 г.1Minecraft: 1.21.10forge
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.21.10

1.0.6+fabric-1.21.10
26 авг. 2026 г.0Minecraft: 1.21.10fabric
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.21.9

1.0.6+neoforge-1.21.9
26 авг. 2026 г.1Minecraft: 1.21.9neoforge
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.21.9

1.0.6+forge-1.21.9
26 авг. 2026 г.0Minecraft: 1.21.9forge
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.21.9

1.0.6+fabric-1.21.9
26 авг. 2026 г.1Minecraft: 1.21.9fabric
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.21.8

1.0.6+neoforge-1.21.8
26 авг. 2026 г.1Minecraft: 1.21.8neoforge
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.21.8

1.0.6+forge-1.21.8
26 авг. 2026 г.1Minecraft: 1.21.8forge
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.21.8

1.0.6+fabric-1.21.8
26 авг. 2026 г.0Minecraft: 1.21.8fabric
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.21.7

1.0.6+neoforge-1.21.7
26 авг. 2026 г.0Minecraft: 1.21.7neoforge
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.21.7

1.0.6+forge-1.21.7
26 авг. 2026 г.1Minecraft: 1.21.7forge
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.21.7

1.0.6+fabric-1.21.7
26 авг. 2026 г.1Minecraft: 1.21.7fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.21.6

1.0.6+neoforge-1.21.6
26 авг. 2026 г.1Minecraft: 1.21.6neoforge
Скачать
Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.21.6

1.0.6+forge-1.21.6
26 авг. 2026 г.0Minecraft: 1.21.6forge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.21.6

1.0.6+fabric-1.21.6
26 авг. 2026 г.1Minecraft: 1.21.6fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.21.5

1.0.6+neoforge-1.21.5
26 авг. 2026 г.2Minecraft: 1.21.5neoforge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.21.5

1.0.6+forge-1.21.5
26 авг. 2026 г.1Minecraft: 1.21.5forge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.21.5

1.0.6+fabric-1.21.5
26 авг. 2026 г.1Minecraft: 1.21.5fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.21.4

1.0.6+neoforge-1.21.4
26 авг. 2026 г.0Minecraft: 1.21.4neoforge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.21.4

1.0.6+forge-1.21.4
26 авг. 2026 г.0Minecraft: 1.21.4forge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.21.4

1.0.6+fabric-1.21.4
26 авг. 2026 г.1Minecraft: 1.21.4fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.21.3

1.0.6+neoforge-1.21.3
26 авг. 2026 г.1Minecraft: 1.21.3neoforge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.21.3

1.0.6+forge-1.21.3
26 авг. 2026 г.0Minecraft: 1.21.3forge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.21.3

1.0.6+fabric-1.21.3
26 авг. 2026 г.1Minecraft: 1.21.3fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.21.2

1.0.6+neoforge-1.21.2
26 авг. 2026 г.1Minecraft: 1.21.2neoforge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.21.2

1.0.6+fabric-1.21.2
26 авг. 2026 г.2Minecraft: 1.21.2fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.21.1

1.0.6+neoforge-1.21.1
26 авг. 2026 г.0Minecraft: 1.21.1neoforge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.21.1

1.0.6+forge-1.21.1
26 авг. 2026 г.2Minecraft: 1.21.1forge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.21.1

1.0.6+fabric-1.21.1
26 авг. 2026 г.3Minecraft: 1.21.1fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.21

1.0.6+neoforge-1.21
26 авг. 2026 г.1Minecraft: 1.21neoforge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.21

1.0.6+forge-1.21
26 авг. 2026 г.2Minecraft: 1.21forge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.21

1.0.6+fabric-1.21
26 авг. 2026 г.0Minecraft: 1.21fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.20.6

1.0.6+neoforge-1.20.6
26 авг. 2026 г.0Minecraft: 1.20.6neoforge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.20.6

1.0.6+forge-1.20.6
26 авг. 2026 г.0Minecraft: 1.20.6forge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.20.6

1.0.6+fabric-1.20.6
26 авг. 2026 г.2Minecraft: 1.20.6fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.20.5

1.0.6+fabric-1.20.5
26 авг. 2026 г.1Minecraft: 1.20.5fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — NeoForge 1.20.4

1.0.6+neoforge-1.20.4
26 авг. 2026 г.2Minecraft: 1.20.4neoforge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.20.4

1.0.6+forge-1.20.4
26 авг. 2026 г.2Minecraft: 1.20.4forge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.20.4

1.0.6+fabric-1.20.4
26 авг. 2026 г.1Minecraft: 1.20.4fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.20.3

1.0.6+fabric-1.20.3
26 авг. 2026 г.2Minecraft: 1.20.3fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.20.2

1.0.6+fabric-1.20.2
26 авг. 2026 г.1Minecraft: 1.20.2fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Forge 1.20.1

1.0.6+forge-1.20.1
26 авг. 2026 г.5Minecraft: 1.20.1forge
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 1.20.1

1.0.6+fabric-1.20.1
26 авг. 2026 г.1Minecraft: 1.20.1fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.6 — Fabric 26.2

1.0.6+fabric-26.2
26 авг. 2026 г.3Minecraft: 26.2fabric
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Что нового
# 1.0.6 Two fixes: a startup crash that only showed up in large modpacks, and the Tremorzilla's back plates finally lighting up the way being charged should look. ## The game no longer crashes on startup in big modpacks If you play with a lot of mods installed, Alex's Caves Continued could kill the game during loading, before you ever reached the menu. The crash report pointed at Alex's Caves and gave no other clue, so people quite reasonably blamed whatever they had installed alongside it — Alex's Mobs, the Farmer's Delight compatibility mods, Citadel — and none of those were ever involved. The real cause was our Abyssmarine Walls. Blocks in Minecraft come in variants — a wall knows which sides it connects to, whether it is waterlogged, and so on — and we worked out the shape of every variant ahead of time and remembered them in a list. That list was built from the variants *we* know about. Some mods add extra variants to blocks that already exist, for their own features, and as soon as one of them did that to our walls, the game asked us for the shape of a variant that was not in our list and got nothing back. It stopped there. Abyssmarine Walls now work out their shape from the handful of things that actually change it, so extra variants added by other mods no longer matter. This was never about any one mod being incompatible — any mod that touched those blocks could trigger it, and the fix covers all of them. We reproduced the crash exactly as reported and confirmed it is gone. ## A charged Tremorzilla's plates light up again In 1.0.4 we fixed the Tremorzilla's dorsal plates flashing harshly — they were being drawn twice on some frames, which is what made them strobe. The catch was that the accidental double drawing had been doing something useful: it was the only reason the plates ever looked bright. With it gone, they were dim all the time, and charging your Tremorzilla up did nothing visible. It turns out that being charged never actually brightened the plates. It swapped in a texture with more glowing spots on it, and that was all — the brightness stayed the same whether the Tremorzilla was fully charged or completely empty. Now it does what you would expect: an uncharged Tremorzilla glows gently, and a charged one glows properly, roughly twice as bright, with the same smooth pulse and no flashing. We measured it on the oldest and newest supported versions to be sure it looks the same everywhere. --- **Reminder:** Alex's Caves Continued requires **CodxLib**. If the game refuses to start and says `requires codxlib`, that is all it means — install CodxLib alongside it and you are good to go.
release

Alex's Caves Continued 1.0.5 — NeoForge 26.2

1.0.5+neoforge-26.2
25 авг. 2026 г.0Minecraft: 26.2neoforge
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Что нового
# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 26.2

1.0.5+forge-26.2
25 авг. 2026 г.0Minecraft: 26.2forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 26.2

1.0.5+fabric-26.2
25 авг. 2026 г.2Minecraft: 26.2fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 26.1.2

1.0.5+neoforge-26.1.2
25 авг. 2026 г.0Minecraft: 26.1.2neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 26.1.2

1.0.5+forge-26.1.2
25 авг. 2026 г.0Minecraft: 26.1.2forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 26.1.2

1.0.5+fabric-26.1.2
25 авг. 2026 г.0Minecraft: 26.1.2fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 26.1.1

1.0.5+neoforge-26.1.1
25 авг. 2026 г.0Minecraft: 26.1.1neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 26.1.1

1.0.5+forge-26.1.1
25 авг. 2026 г.1Minecraft: 26.1.1forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 26.1.1

1.0.5+fabric-26.1.1
25 авг. 2026 г.1Minecraft: 26.1.1fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 26.1

1.0.5+neoforge-26.1
25 авг. 2026 г.0Minecraft: 26.1neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 26.1

1.0.5+forge-26.1
25 авг. 2026 г.1Minecraft: 26.1forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 26.1

1.0.5+fabric-26.1
25 авг. 2026 г.0Minecraft: 26.1fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.21.11

1.0.5+neoforge-1.21.11
25 авг. 2026 г.1Minecraft: 1.21.11neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.21.11

1.0.5+forge-1.21.11
25 авг. 2026 г.1Minecraft: 1.21.11forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.21.11

1.0.5+fabric-1.21.11
25 авг. 2026 г.1Minecraft: 1.21.11fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.21.10

1.0.5+neoforge-1.21.10
25 авг. 2026 г.1Minecraft: 1.21.10neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.21.10

1.0.5+forge-1.21.10
25 авг. 2026 г.1Minecraft: 1.21.10forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.21.10

1.0.5+fabric-1.21.10
25 авг. 2026 г.1Minecraft: 1.21.10fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.21.9

1.0.5+neoforge-1.21.9
25 авг. 2026 г.1Minecraft: 1.21.9neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.21.9

1.0.5+forge-1.21.9
25 авг. 2026 г.1Minecraft: 1.21.9forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.21.9

1.0.5+fabric-1.21.9
25 авг. 2026 г.1Minecraft: 1.21.9fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.21.8

1.0.5+neoforge-1.21.8
25 авг. 2026 г.0Minecraft: 1.21.8neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.21.8

1.0.5+forge-1.21.8
25 авг. 2026 г.1Minecraft: 1.21.8forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.21.8

1.0.5+fabric-1.21.8
25 авг. 2026 г.1Minecraft: 1.21.8fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.21.7

1.0.5+neoforge-1.21.7
25 авг. 2026 г.1Minecraft: 1.21.7neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.21.7

1.0.5+forge-1.21.7
25 авг. 2026 г.1Minecraft: 1.21.7forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.21.7

1.0.5+fabric-1.21.7
25 авг. 2026 г.1Minecraft: 1.21.7fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.21.6

1.0.5+neoforge-1.21.6
25 авг. 2026 г.1Minecraft: 1.21.6neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.21.6

1.0.5+forge-1.21.6
25 авг. 2026 г.1Minecraft: 1.21.6forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.21.6

1.0.5+fabric-1.21.6
25 авг. 2026 г.1Minecraft: 1.21.6fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.21.5

1.0.5+neoforge-1.21.5
25 авг. 2026 г.0Minecraft: 1.21.5neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.21.5

1.0.5+forge-1.21.5
25 авг. 2026 г.0Minecraft: 1.21.5forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.21.5

1.0.5+fabric-1.21.5
25 авг. 2026 г.1Minecraft: 1.21.5fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.21.4

1.0.5+neoforge-1.21.4
25 авг. 2026 г.1Minecraft: 1.21.4neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.21.4

1.0.5+forge-1.21.4
25 авг. 2026 г.1Minecraft: 1.21.4forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.21.4

1.0.5+fabric-1.21.4
25 авг. 2026 г.1Minecraft: 1.21.4fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.21.3

1.0.5+neoforge-1.21.3
25 авг. 2026 г.0Minecraft: 1.21.3neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.21.3

1.0.5+forge-1.21.3
25 авг. 2026 г.0Minecraft: 1.21.3forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.21.3

1.0.5+fabric-1.21.3
25 авг. 2026 г.0Minecraft: 1.21.3fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.21.2

1.0.5+neoforge-1.21.2
25 авг. 2026 г.1Minecraft: 1.21.2neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.21.2

1.0.5+fabric-1.21.2
25 авг. 2026 г.1Minecraft: 1.21.2fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.21.1

1.0.5+neoforge-1.21.1
25 авг. 2026 г.0Minecraft: 1.21.1neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.21.1

1.0.5+forge-1.21.1
25 авг. 2026 г.2Minecraft: 1.21.1forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.21.1

1.0.5+fabric-1.21.1
25 авг. 2026 г.2Minecraft: 1.21.1fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.21

1.0.5+neoforge-1.21
25 авг. 2026 г.2Minecraft: 1.21neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.21

1.0.5+forge-1.21
25 авг. 2026 г.2Minecraft: 1.21forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.21

1.0.5+fabric-1.21
25 авг. 2026 г.2Minecraft: 1.21fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.20.6

1.0.5+neoforge-1.20.6
25 авг. 2026 г.1Minecraft: 1.20.6neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.20.6

1.0.5+forge-1.20.6
25 авг. 2026 г.0Minecraft: 1.20.6forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.20.6

1.0.5+fabric-1.20.6
25 авг. 2026 г.2Minecraft: 1.20.6fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.20.5

1.0.5+fabric-1.20.5
25 авг. 2026 г.2Minecraft: 1.20.5fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — NeoForge 1.20.4

1.0.5+neoforge-1.20.4
25 авг. 2026 г.0Minecraft: 1.20.4neoforge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.20.4

1.0.5+forge-1.20.4
25 авг. 2026 г.1Minecraft: 1.20.4forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.20.4

1.0.5+fabric-1.20.4
25 авг. 2026 г.1Minecraft: 1.20.4fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.20.3

1.0.5+fabric-1.20.3
25 авг. 2026 г.2Minecraft: 1.20.3fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.20.2

1.0.5+fabric-1.20.2
25 авг. 2026 г.1Minecraft: 1.20.2fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Fabric 1.20.1

1.0.5+fabric-1.20.1
25 авг. 2026 г.2Minecraft: 1.20.1fabric
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.5 — Forge 1.20.1

1.0.5+forge-1.20.1
25 авг. 2026 г.1Minecraft: 1.20.1forge
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# 1.0.5 One fix, but a big one if it affected you: **Alex's Caves Continued now works with Citadel installed.** ## Playing with Citadel no longer crashes the game If you had Citadel in your mods folder — on its own, or because something else needs it, such as Rats or Alex's Mobs — the game died during startup, before it ever reached the menu. Installed together, the two mods were unplayable. The reason is a piece of history. Alex's Caves originally needed Citadel to run, and the continuation carries its own private copy of the parts it uses so you no longer have to install Citadel separately. That copy has always been kept under our own name, so it cannot collide with the real Citadel — except in one place we had missed. Both copies teach the game the same handful of new abilities, under the same names, and the game cannot hold two things with the same name in the same place. It refused to start rather than pick one. Everything our copy adds is now named distinctly, so the two can sit side by side. Nothing about how the mod plays has changed. ## …and a second problem that was hiding behind the first one Once the startup crash was out of the way, a second clash appeared: our copy and the real Citadel were both writing to the same slot in your save file, and each kept finding the other's data there. On a running world this went wrong many times a second. It never had a chance to show up before, because the game had never got far enough to load a world with both mods installed. That slot is now ours alone, and Citadel keeps its own. Existing worlds are fine — nothing needs to be reset, and no world data is lost. ## What we tested The exact combination from the crash report — Alex's Caves Continued, Citadel and Rats together on Forge — now starts up, loads a world and plays with no errors at all. Both the startup crash and the save-file clash are gone. If you play with any other mod that uses Citadel, this release is the one you want.
release

Alex's Caves Continued 1.0.4 — Forge 1.20.4

1.0.4+forge-1.20.4
25 авг. 2026 г.0Minecraft: 1.20.4forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 26.2

1.0.4+neoforge-26.2
25 авг. 2026 г.0Minecraft: 26.2neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 26.2

1.0.4+forge-26.2
25 авг. 2026 г.1Minecraft: 26.2forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 26.2

1.0.4+fabric-26.2
25 авг. 2026 г.0Minecraft: 26.2fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 26.1.2

1.0.4+neoforge-26.1.2
25 авг. 2026 г.0Minecraft: 26.1.2neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 26.1.2

1.0.4+forge-26.1.2
25 авг. 2026 г.0Minecraft: 26.1.2forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 26.1.2

1.0.4+fabric-26.1.2
25 авг. 2026 г.1Minecraft: 26.1.2fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 26.1.1

1.0.4+neoforge-26.1.1
25 авг. 2026 г.0Minecraft: 26.1.1neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 26.1.1

1.0.4+forge-26.1.1
25 авг. 2026 г.0Minecraft: 26.1.1forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 26.1.1

1.0.4+fabric-26.1.1
25 авг. 2026 г.0Minecraft: 26.1.1fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 26.1

1.0.4+neoforge-26.1
25 авг. 2026 г.0Minecraft: 26.1neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 26.1

1.0.4+forge-26.1
25 авг. 2026 г.0Minecraft: 26.1forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 26.1

1.0.4+fabric-26.1
25 авг. 2026 г.0Minecraft: 26.1fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.21.11

1.0.4+neoforge-1.21.11
25 авг. 2026 г.1Minecraft: 1.21.11neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 1.21.11

1.0.4+forge-1.21.11
25 авг. 2026 г.1Minecraft: 1.21.11forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.21.10

1.0.4+neoforge-1.21.10
25 авг. 2026 г.1Minecraft: 1.21.10neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 1.21.10

1.0.4+forge-1.21.10
25 авг. 2026 г.1Minecraft: 1.21.10forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.21.10

1.0.4+fabric-1.21.10
25 авг. 2026 г.2Minecraft: 1.21.10fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.21.9

1.0.4+neoforge-1.21.9
25 авг. 2026 г.0Minecraft: 1.21.9neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 1.21.9

1.0.4+forge-1.21.9
25 авг. 2026 г.0Minecraft: 1.21.9forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.21.9

1.0.4+fabric-1.21.9
25 авг. 2026 г.0Minecraft: 1.21.9fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.21.8

1.0.4+neoforge-1.21.8
25 авг. 2026 г.0Minecraft: 1.21.8neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 1.21.8

1.0.4+forge-1.21.8
25 авг. 2026 г.0Minecraft: 1.21.8forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.21.8

1.0.4+fabric-1.21.8
25 авг. 2026 г.0Minecraft: 1.21.8fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.21.7

1.0.4+neoforge-1.21.7
25 авг. 2026 г.1Minecraft: 1.21.7neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 1.21.7

1.0.4+forge-1.21.7
25 авг. 2026 г.2Minecraft: 1.21.7forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.21.7

1.0.4+fabric-1.21.7
25 авг. 2026 г.2Minecraft: 1.21.7fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.21.6

1.0.4+neoforge-1.21.6
25 авг. 2026 г.2Minecraft: 1.21.6neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 1.21.6

1.0.4+forge-1.21.6
25 авг. 2026 г.1Minecraft: 1.21.6forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.21.6

1.0.4+fabric-1.21.6
25 авг. 2026 г.1Minecraft: 1.21.6fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.21.5

1.0.4+neoforge-1.21.5
25 авг. 2026 г.1Minecraft: 1.21.5neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 1.21.5

1.0.4+forge-1.21.5
25 авг. 2026 г.0Minecraft: 1.21.5forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.21.5

1.0.4+fabric-1.21.5
25 авг. 2026 г.1Minecraft: 1.21.5fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.21.4

1.0.4+neoforge-1.21.4
25 авг. 2026 г.0Minecraft: 1.21.4neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 1.21.4

1.0.4+forge-1.21.4
25 авг. 2026 г.1Minecraft: 1.21.4forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.21.4

1.0.4+fabric-1.21.4
25 авг. 2026 г.0Minecraft: 1.21.4fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.21.3

1.0.4+neoforge-1.21.3
25 авг. 2026 г.0Minecraft: 1.21.3neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 1.21.3

1.0.4+forge-1.21.3
25 авг. 2026 г.0Minecraft: 1.21.3forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.21.3

1.0.4+fabric-1.21.3
25 авг. 2026 г.0Minecraft: 1.21.3fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.21.2

1.0.4+neoforge-1.21.2
25 авг. 2026 г.0Minecraft: 1.21.2neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.21.2

1.0.4+fabric-1.21.2
25 авг. 2026 г.1Minecraft: 1.21.2fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.21.1

1.0.4+neoforge-1.21.1
25 авг. 2026 г.1Minecraft: 1.21.1neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 1.21.1

1.0.4+forge-1.21.1
25 авг. 2026 г.1Minecraft: 1.21.1forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.21.1

1.0.4+fabric-1.21.1
25 авг. 2026 г.1Minecraft: 1.21.1fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.21

1.0.4+neoforge-1.21
25 авг. 2026 г.1Minecraft: 1.21neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 1.21

1.0.4+forge-1.21
25 авг. 2026 г.0Minecraft: 1.21forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.21

1.0.4+fabric-1.21
25 авг. 2026 г.1Minecraft: 1.21fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.20.6

1.0.4+neoforge-1.20.6
25 авг. 2026 г.1Minecraft: 1.20.6neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 1.20.6

1.0.4+forge-1.20.6
25 авг. 2026 г.1Minecraft: 1.20.6forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.20.6

1.0.4+fabric-1.20.6
25 авг. 2026 г.0Minecraft: 1.20.6fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.20.5

1.0.4+fabric-1.20.5
25 авг. 2026 г.0Minecraft: 1.20.5fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — NeoForge 1.20.4

1.0.4+neoforge-1.20.4
25 авг. 2026 г.0Minecraft: 1.20.4neoforge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.20.4

1.0.4+fabric-1.20.4
25 авг. 2026 г.0Minecraft: 1.20.4fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.20.3

1.0.4+fabric-1.20.3
25 авг. 2026 г.2Minecraft: 1.20.3fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.20.2

1.0.4+fabric-1.20.2
25 авг. 2026 г.2Minecraft: 1.20.2fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Forge 1.20.1

1.0.4+forge-1.20.1
25 авг. 2026 г.1Minecraft: 1.20.1forge
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.20.1

1.0.4+fabric-1.20.1
25 авг. 2026 г.2Minecraft: 1.20.1fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.4 — Fabric 1.21.11

1.0.4+fabric-1.21.11
25 авг. 2026 г.4Minecraft: 1.21.11fabric
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# 1.0.4 Five fixes. The big one is the flashing — if the Tremorzilla's glow has been strobing at you, that is fixed, and it turned out to be the same fault behind several other things that flicker. ## Glowing things stop flashing The Tremorzilla's glow was flashing hard enough that one report called it borderline epileptic. It was not the gentle pulse the glow is supposed to have — on some frames the glow was being painted on top of itself, which on a glow layer means roughly double brightness for a single frame, over and over. The cause was in how the mod asked the game for its "draw this glowing" setting. It built a brand new one every frame instead of reusing the same one, and the game tells two of those apart by identity rather than by what they contain. So every frame it looked like a new, unknown thing, and the drawing got started over — sometimes twice. Twenty-six of the mod's draw settings had this, so this fixes more than the Tremorzilla. Anything of ours that glows, shines or beams should now be steady: the submarine's cockpit and floodlights, the Nucleeper's lights, radiation glow, the raygun beam, the Tesla bulb, hologram projections, and the rest. If you play on 26.2 you will notice the biggest difference. Measured with the game paused, where every frame should look identical: on 1.21.11 two frames in every thirty were spiking to nearly four times the intended brightness, and now none of them are. On 26.2 the picture was alternating between two different states every frame, and now twelve frames in a row come out pixel-for-pixel identical. ## The submarine cockpit Same cause as above. The lit buttons in the cockpit are drawn the same way the Tremorzilla's glow is, so they had the same flicker. Steady now. ## Placing a Primal Cave chest boat closed the game On 1.21.2 and up, putting down a chest boat made from Primal Cave wood shut the game down on the spot. Fixed on every version and every loader. ## Ancient leaves drop saplings again by hand Breaking ancient leaves with your bare hands gave you the leaf block instead of a sapling. Eighty block drop tables had drifted the same way and are all corrected together. ## Hullbreaker drops We could not reproduce a Hullbreaker dropping nothing, but two genuine faults were found in the same code while looking, and both are fixed. One could lose items it had already picked up; the other could lose track of who killed it — a Hullbreaker's death animation outlives the game's own memory of the killing blow by ten ticks, so anything looked up afterwards came back empty. ## Not a bug in this mod One crash report sent in for this release is not ours. It comes from a rune type in another mod (Animus/Neovitae) and Alex's Caves Continued does not appear anywhere in it.
release

Alex's Caves Continued 1.0.3 — NeoForge 26.2

1.0.3+neoforge-26.2
24 авг. 2026 г.0Minecraft: 26.2neoforge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 26.2

1.0.3+forge-26.2
24 авг. 2026 г.0Minecraft: 26.2forge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 26.1.2

1.0.3+neoforge-26.1.2
24 авг. 2026 г.0Minecraft: 26.1.2neoforge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 26.1.2

1.0.3+forge-26.1.2
24 авг. 2026 г.0Minecraft: 26.1.2forge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 26.1.2

1.0.3+fabric-26.1.2
24 авг. 2026 г.0Minecraft: 26.1.2fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 26.1.1

1.0.3+neoforge-26.1.1
24 авг. 2026 г.0Minecraft: 26.1.1neoforge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 26.1.1

1.0.3+forge-26.1.1
24 авг. 2026 г.2Minecraft: 26.1.1forge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 26.1.1

1.0.3+fabric-26.1.1
24 авг. 2026 г.1Minecraft: 26.1.1fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 26.1

1.0.3+neoforge-26.1
24 авг. 2026 г.1Minecraft: 26.1neoforge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 26.1

1.0.3+forge-26.1
24 авг. 2026 г.1Minecraft: 26.1forge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 26.1

1.0.3+fabric-26.1
24 авг. 2026 г.2Minecraft: 26.1fabric
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.21.11

1.0.3+neoforge-1.21.11
24 авг. 2026 г.1Minecraft: 1.21.11neoforge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.21.11

1.0.3+forge-1.21.11
24 авг. 2026 г.0Minecraft: 1.21.11forge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.21.11

1.0.3+fabric-1.21.11
24 авг. 2026 г.3Minecraft: 1.21.11fabric
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.21.10

1.0.3+neoforge-1.21.10
24 авг. 2026 г.0Minecraft: 1.21.10neoforge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.21.10

1.0.3+forge-1.21.10
24 авг. 2026 г.1Minecraft: 1.21.10forge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.21.10

1.0.3+fabric-1.21.10
24 авг. 2026 г.1Minecraft: 1.21.10fabric
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.21.9

1.0.3+neoforge-1.21.9
24 авг. 2026 г.0Minecraft: 1.21.9neoforge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.21.9

1.0.3+forge-1.21.9
24 авг. 2026 г.0Minecraft: 1.21.9forge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.21.9

1.0.3+fabric-1.21.9
24 авг. 2026 г.0Minecraft: 1.21.9fabric
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.21.8

1.0.3+neoforge-1.21.8
24 авг. 2026 г.0Minecraft: 1.21.8neoforge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.21.8

1.0.3+forge-1.21.8
24 авг. 2026 г.0Minecraft: 1.21.8forge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.21.8

1.0.3+fabric-1.21.8
24 авг. 2026 г.0Minecraft: 1.21.8fabric
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.21.7

1.0.3+neoforge-1.21.7
24 авг. 2026 г.0Minecraft: 1.21.7neoforge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.21.7

1.0.3+forge-1.21.7
24 авг. 2026 г.1Minecraft: 1.21.7forge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.21.7

1.0.3+fabric-1.21.7
24 авг. 2026 г.0Minecraft: 1.21.7fabric
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.21.6

1.0.3+neoforge-1.21.6
24 авг. 2026 г.1Minecraft: 1.21.6neoforge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.21.6

1.0.3+forge-1.21.6
24 авг. 2026 г.0Minecraft: 1.21.6forge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.21.6

1.0.3+fabric-1.21.6
24 авг. 2026 г.2Minecraft: 1.21.6fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.21.5

1.0.3+neoforge-1.21.5
24 авг. 2026 г.0Minecraft: 1.21.5neoforge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.21.5

1.0.3+forge-1.21.5
24 авг. 2026 г.0Minecraft: 1.21.5forge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.21.5

1.0.3+fabric-1.21.5
24 авг. 2026 г.2Minecraft: 1.21.5fabric
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.21.4

1.0.3+neoforge-1.21.4
24 авг. 2026 г.0Minecraft: 1.21.4neoforge
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Что нового
# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.21.4

1.0.3+forge-1.21.4
24 авг. 2026 г.2Minecraft: 1.21.4forge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.21.4

1.0.3+fabric-1.21.4
24 авг. 2026 г.0Minecraft: 1.21.4fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.21.3

1.0.3+neoforge-1.21.3
24 авг. 2026 г.0Minecraft: 1.21.3neoforge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.21.3

1.0.3+forge-1.21.3
24 авг. 2026 г.1Minecraft: 1.21.3forge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.21.3

1.0.3+fabric-1.21.3
24 авг. 2026 г.0Minecraft: 1.21.3fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.21.2

1.0.3+neoforge-1.21.2
24 авг. 2026 г.1Minecraft: 1.21.2neoforge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.21.2

1.0.3+fabric-1.21.2
24 авг. 2026 г.0Minecraft: 1.21.2fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.21.1

1.0.3+neoforge-1.21.1
24 авг. 2026 г.1Minecraft: 1.21.1neoforge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.21.1

1.0.3+forge-1.21.1
24 авг. 2026 г.0Minecraft: 1.21.1forge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.21.1

1.0.3+fabric-1.21.1
24 авг. 2026 г.1Minecraft: 1.21.1fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.21

1.0.3+neoforge-1.21
24 авг. 2026 г.0Minecraft: 1.21neoforge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.21

1.0.3+forge-1.21
24 авг. 2026 г.0Minecraft: 1.21forge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.21

1.0.3+fabric-1.21
24 авг. 2026 г.1Minecraft: 1.21fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.20.6

1.0.3+neoforge-1.20.6
24 авг. 2026 г.1Minecraft: 1.20.6neoforge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.20.6

1.0.3+forge-1.20.6
24 авг. 2026 г.1Minecraft: 1.20.6forge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.20.6

1.0.3+fabric-1.20.6
24 авг. 2026 г.1Minecraft: 1.20.6fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.20.5

1.0.3+fabric-1.20.5
24 авг. 2026 г.1Minecraft: 1.20.5fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — NeoForge 1.20.4

1.0.3+neoforge-1.20.4
24 авг. 2026 г.1Minecraft: 1.20.4neoforge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.20.4

1.0.3+forge-1.20.4
24 авг. 2026 г.1Minecraft: 1.20.4forge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.20.4

1.0.3+fabric-1.20.4
24 авг. 2026 г.2Minecraft: 1.20.4fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.20.3

1.0.3+fabric-1.20.3
24 авг. 2026 г.0Minecraft: 1.20.3fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.20.2

1.0.3+fabric-1.20.2
24 авг. 2026 г.1Minecraft: 1.20.2fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Forge 1.20.1

1.0.3+forge-1.20.1
24 авг. 2026 г.0Minecraft: 1.20.1forge
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 1.20.1

1.0.3+fabric-1.20.1
24 авг. 2026 г.0Minecraft: 1.20.1fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.3 — Fabric 26.2

1.0.3+fabric-26.2
24 авг. 2026 г.3Minecraft: 26.2fabric
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# 1.0.3 Twelve fixes from one round of reports, plus one new setting. Most of these are things that worked on 1.20.1 and quietly stopped working somewhere further up the version list, so which ones you were hitting depends on the version and loader you play on. ## The submarine steers again Nothing you did at the controls reached the submarine on 1.21.2 and up: it moved, but not where you pointed it. Minecraft removed the piece the mod was using to read a passenger's steering, and nothing replaced it, so the input went nowhere. The submarine and the gum worm both read it a different way now. Fixed everywhere. ## Soda: you can swim up again, and you can drown in it On Fabric, and on NeoForge for 26.1 and up, purple soda had stopped behaving like a liquid you can push against. Holding jump did nothing, so once you were in you sank and stayed there. Your head being under it also didn't cost you any air, and there was no bubble bar. Both are fixed. Soda now holds you up when you swim and drowns you when it shouldn't, the same as it does on Forge. One thing is not right yet: the screen tint when your head is under is Minecraft's plain water overlay rather than the mod's purple one. Wrong colour, right warning. ## Cave maps drew solid black On 1.21.4 and up a cave map was a black square with the biome names floating on top of it. The picture underneath was never loaded — Minecraft changed which call actually loads an image and the mod was still using the old one. Maps draw properly again, and existing maps are fine. ## Magnets did nothing on Fabric Scarlet and azure neodymium didn't pull or push anything on Fabric. Registering a block as a point of interest is only half the job, and Fabric doesn't do the other half for you, so all nine of the mod's points of interest were invisible to the game. That covers magnetism, moth balls, sundrops, the nuclear siren and furnace, the abyssal altar, the conversion crucible and the gingerbarrel — all of them work now. Worlds you already have repair themselves as chunks load. ## The quarry stopped tearing itself down The magnetic quarry was mining the corner torches that define its own frame. Its work area had been one block too big on three sides since 1.20.3, so the scan ran into the machine. It now digs strictly inside the frame, as it always did on 1.20.1. ## Armour is animated again None of the mod's armour sets moved with the wearer — the hazmat suit, the primordial set and the darkness set all sat frozen in a T-pose while you ran around. The armour was never being told where your arms and legs are. All three sets animate again. This had nothing to do with Fresh Animations; it was broken with or without it. ## Two ropes The mine guardian's chain was showing the purple-and-black "missing texture" pattern. Minecraft renamed that texture file in 1.21.9 and the mod was still asking for the old name. The candy hook's licorice string drew black instead of purple. It was reading the light level at the wrong place in the world — near the world origin rather than where you and the hook actually are — so it was lit as if it were in a cave at bedrock. This one was wrong on every version, 1.20.1 included. ## The Cave Compendium's shading The guide book had a hard bright-and-dark split across its pages and cover. It was being lit like a normal object instead of being drawn flat. Same for the extinction spear, the dark arrow, the nucleeper's glass dome, the amber monolith and three particle effects. Affects Fabric on every version, and Forge on 26.2. ## The Cave Compendium went almost black — and so did two other screens Opening the guide book dimmed the whole screen so far that people reported the book as showing nothing at all. It was drawing Minecraft's dim-the-background layer a second time on top of the one Minecraft already draws, and two of them leave the picture about five times darker than one does. Together with the shading problem above, the book was a faint grey shape on a nearly black screen. Both are fixed; the book reads normally again. The same mistake was in two more screens, and neither had been reported: - **The nuclear furnace crashed the game the moment you opened it**, on every version from 1.20.2 to 1.21.11 and on all three loaders. Same line, worse consequence — it called itself forever. - **The spelunkery table** dimmed twice as well, and drew its own panel three times over. All three are correct on 1.20.1 too, where the original code was right and is left alone. ## Mobs that punch themselves into the sky Reported as animals hurting themselves and flying away. A mob that damages itself gets knocked back from a direction that has no length, which throws it straight up. There is now a setting for it: `mobs_can_target_themselves` in `alexscaves-general.toml`, also in `/acc menu` and `/acc config`. It is **off** by default, so mobs no longer pick themselves as a target. Turn it on if you liked watching them launch. ## The extinction spear Reported as crashing on throw. I couldn't reproduce it, but I found two ways the thrown spear could fail on its own and closed both. If it still crashes for you, please send the crash report — the file in `crash-reports/` says far more than a description can. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16507 of them, before anything was launched. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 26.2

1.0.2+neoforge-26.2
23 авг. 2026 г.0Minecraft: 26.2neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 26.2

1.0.2+forge-26.2
23 авг. 2026 г.1Minecraft: 26.2forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 26.2

1.0.2+fabric-26.2
23 авг. 2026 г.1Minecraft: 26.2fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 26.1.2

1.0.2+forge-26.1.2
23 авг. 2026 г.0Minecraft: 26.1.2forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 26.1.2

1.0.2+fabric-26.1.2
23 авг. 2026 г.0Minecraft: 26.1.2fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 26.1.1

1.0.2+neoforge-26.1.1
23 авг. 2026 г.0Minecraft: 26.1.1neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 26.1.1

1.0.2+forge-26.1.1
23 авг. 2026 г.0Minecraft: 26.1.1forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 26.1.1

1.0.2+fabric-26.1.1
23 авг. 2026 г.0Minecraft: 26.1.1fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 26.1

1.0.2+neoforge-26.1
23 авг. 2026 г.0Minecraft: 26.1neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 26.1

1.0.2+forge-26.1
23 авг. 2026 г.1Minecraft: 26.1forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 26.1

1.0.2+fabric-26.1
23 авг. 2026 г.1Minecraft: 26.1fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.21.11

1.0.2+neoforge-1.21.11
23 авг. 2026 г.1Minecraft: 1.21.11neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.21.11

1.0.2+forge-1.21.11
23 авг. 2026 г.0Minecraft: 1.21.11forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.21.11

1.0.2+fabric-1.21.11
23 авг. 2026 г.3Minecraft: 1.21.11fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.21.10

1.0.2+neoforge-1.21.10
23 авг. 2026 г.0Minecraft: 1.21.10neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.21.10

1.0.2+forge-1.21.10
23 авг. 2026 г.1Minecraft: 1.21.10forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.21.10

1.0.2+fabric-1.21.10
23 авг. 2026 г.1Minecraft: 1.21.10fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.21.9

1.0.2+neoforge-1.21.9
23 авг. 2026 г.1Minecraft: 1.21.9neoforge
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Что нового
# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.21.9

1.0.2+forge-1.21.9
23 авг. 2026 г.1Minecraft: 1.21.9forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.21.9

1.0.2+fabric-1.21.9
23 авг. 2026 г.1Minecraft: 1.21.9fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.21.8

1.0.2+neoforge-1.21.8
23 авг. 2026 г.1Minecraft: 1.21.8neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.21.8

1.0.2+forge-1.21.8
23 авг. 2026 г.0Minecraft: 1.21.8forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.21.8

1.0.2+fabric-1.21.8
23 авг. 2026 г.1Minecraft: 1.21.8fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.21.7

1.0.2+neoforge-1.21.7
23 авг. 2026 г.0Minecraft: 1.21.7neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.21.7

1.0.2+forge-1.21.7
23 авг. 2026 г.1Minecraft: 1.21.7forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.21.7

1.0.2+fabric-1.21.7
23 авг. 2026 г.0Minecraft: 1.21.7fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.21.6

1.0.2+neoforge-1.21.6
23 авг. 2026 г.1Minecraft: 1.21.6neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.21.6

1.0.2+forge-1.21.6
23 авг. 2026 г.0Minecraft: 1.21.6forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.21.6

1.0.2+fabric-1.21.6
23 авг. 2026 г.0Minecraft: 1.21.6fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.21.5

1.0.2+neoforge-1.21.5
23 авг. 2026 г.1Minecraft: 1.21.5neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.21.5

1.0.2+forge-1.21.5
23 авг. 2026 г.0Minecraft: 1.21.5forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.21.5

1.0.2+fabric-1.21.5
23 авг. 2026 г.0Minecraft: 1.21.5fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.21.4

1.0.2+neoforge-1.21.4
23 авг. 2026 г.1Minecraft: 1.21.4neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.21.4

1.0.2+forge-1.21.4
23 авг. 2026 г.1Minecraft: 1.21.4forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.21.4

1.0.2+fabric-1.21.4
23 авг. 2026 г.0Minecraft: 1.21.4fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.21.3

1.0.2+neoforge-1.21.3
23 авг. 2026 г.1Minecraft: 1.21.3neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.21.3

1.0.2+forge-1.21.3
23 авг. 2026 г.0Minecraft: 1.21.3forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.21.3

1.0.2+fabric-1.21.3
23 авг. 2026 г.0Minecraft: 1.21.3fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.21.2

1.0.2+neoforge-1.21.2
23 авг. 2026 г.0Minecraft: 1.21.2neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.21.2

1.0.2+fabric-1.21.2
23 авг. 2026 г.0Minecraft: 1.21.2fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.21.1

1.0.2+neoforge-1.21.1
23 авг. 2026 г.2Minecraft: 1.21.1neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.21.1

1.0.2+forge-1.21.1
23 авг. 2026 г.0Minecraft: 1.21.1forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.21.1

1.0.2+fabric-1.21.1
23 авг. 2026 г.1Minecraft: 1.21.1fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.21

1.0.2+neoforge-1.21
23 авг. 2026 г.0Minecraft: 1.21neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.21

1.0.2+forge-1.21
23 авг. 2026 г.1Minecraft: 1.21forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.21

1.0.2+fabric-1.21
23 авг. 2026 г.1Minecraft: 1.21fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.20.6

1.0.2+neoforge-1.20.6
23 авг. 2026 г.1Minecraft: 1.20.6neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.20.6

1.0.2+forge-1.20.6
23 авг. 2026 г.1Minecraft: 1.20.6forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.20.6

1.0.2+fabric-1.20.6
23 авг. 2026 г.1Minecraft: 1.20.6fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.20.5

1.0.2+fabric-1.20.5
23 авг. 2026 г.2Minecraft: 1.20.5fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 1.20.4

1.0.2+neoforge-1.20.4
23 авг. 2026 г.1Minecraft: 1.20.4neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.20.4

1.0.2+forge-1.20.4
23 авг. 2026 г.1Minecraft: 1.20.4forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.20.4

1.0.2+fabric-1.20.4
23 авг. 2026 г.0Minecraft: 1.20.4fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.20.3

1.0.2+fabric-1.20.3
23 авг. 2026 г.2Minecraft: 1.20.3fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.20.2

1.0.2+fabric-1.20.2
23 авг. 2026 г.2Minecraft: 1.20.2fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Forge 1.20.1

1.0.2+forge-1.20.1
23 авг. 2026 г.2Minecraft: 1.20.1forge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — Fabric 1.20.1

1.0.2+fabric-1.20.1
23 авг. 2026 г.12Minecraft: 1.20.1fabric
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.2 — NeoForge 26.1.2

1.0.2+neoforge-26.1.2
23 авг. 2026 г.2Minecraft: 26.1.2neoforge
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# 1.0.2 Three fixes. One of them stops the game from launching if you have a particular other mod installed, so it is worth updating for even if the rest doesn't sound familiar. ## Another launch crash next to another mod This is the same shape of bug as the Alex's Mobs one in 1.0.1, in a different place. If you had toucanlib installed, the game died before the menu with a mixin error. Both mods attach their own data to every entity in the game, and both did it by replacing the same single instruction in Minecraft's entity code. Only one mod is allowed to replace an instruction. Whichever lost the race failed, and a failed patch of that kind takes the class down with it, so the game never started. Neither mod is doing anything wrong on its own. Alex's Caves no longer replaces that instruction. It edits what gets handed to it instead, which is a kind of patch that stacks: any number of mods can do it in the same place and each one sees the previous one's work. So this crash can't come back with some other mod either, not just toucanlib. Affects 1.20.5 and up. Older builds already used a stacking patch there and were never involved. ## The raygun no longer crashes the game on 26.2 Firing the raygun on 26.2 killed the client the instant the beam was drawn. The beam is built out of triangles, and the mod was asking Minecraft to depth-sort them. Sorting has only ever applied to four-sided shapes. Every version up to now ignored the request without saying anything, and 26.2 throws an error instead. The mod stops asking. The beam looks exactly the same as it always did, because the sorting was never happening on any version. The ferrouslime's gel carried the same setting and would have gone the same way. ## Better Combat support Alex's Caves weapons ignored Better Combat completely. No swing arcs, no reach, they swung like plain vanilla items. Better Combat picks up modded weapons on its own, but only ones that state their damage up front in a fixed place. Alex's Caves works its weapons' damage out while you hold them instead, so Better Combat never saw a single one of them. The mod now ships the descriptions Better Combat was looking for. The limestone, extinction and frostmint spears use its spear moveset, the ortholance uses its lance, and the desolate dagger and the sharpened candy cane use its dagger. Without Better Combat installed these files sit there and do nothing. The primitive club is deliberately left out. It runs its own wind-up attack and takes over your click to do it, which would end up fighting Better Combat over the same swing. ## Three things that were reported and turned out to be working Cave music. Alex's Caves biomes use Minecraft's own cave music timing, the same numbers deep dark and lush caves use: it does not start when you walk in, it waits for the game's music timer, which can be up to twenty minutes, and it never cuts off a track that is already playing. So it is real music and it will play, it just doesn't announce your arrival. The Tremorsaurus screen shake. It works here, and I measured it rather than eyeballing it. If you aren't getting it, check that Distortion Effects in your video settings isn't at 0%, and that screen_shaking is still true in alexscaves-client.toml. It is driven by the animal's footfalls, so a Tremorsaurus standing still won't shake anything. Toxic caves not generating. They do generate on ordinary vanilla worldgen. They sit deep and there is nothing on the surface to hint at them, which makes them easy to miss. Run /locate biome alexscaves:toxic_caves and it will point you at the nearest one. ## Testing All 58 files come out of one build. Every mixin in every file was resolved against the actual Minecraft it is built for, 16433 of them, before anything was launched. The raygun fix was checked by firing one on 26.2, and the Better Combat side was checked in a real game with Better Combat 3.2.2 installed rather than only in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 26.2

1.0.1+neoforge-26.2
23 авг. 2026 г.4Minecraft: 26.2neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 26.2

1.0.1+forge-26.2
23 авг. 2026 г.1Minecraft: 26.2forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 26.2

1.0.1+fabric-26.2
23 авг. 2026 г.5Minecraft: 26.2fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 26.1.2

1.0.1+forge-26.1.2
23 авг. 2026 г.0Minecraft: 26.1.2forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 26.1.2

1.0.1+fabric-26.1.2
23 авг. 2026 г.5Minecraft: 26.1.2fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 26.1.1

1.0.1+neoforge-26.1.1
23 авг. 2026 г.0Minecraft: 26.1.1neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 26.1.1

1.0.1+forge-26.1.1
23 авг. 2026 г.0Minecraft: 26.1.1forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 26.1.1

1.0.1+fabric-26.1.1
23 авг. 2026 г.0Minecraft: 26.1.1fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 26.1

1.0.1+neoforge-26.1
23 авг. 2026 г.0Minecraft: 26.1neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 26.1

1.0.1+forge-26.1
23 авг. 2026 г.0Minecraft: 26.1forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 26.1

1.0.1+fabric-26.1
23 авг. 2026 г.1Minecraft: 26.1fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.21.11

1.0.1+neoforge-1.21.11
23 авг. 2026 г.5Minecraft: 1.21.11neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.21.11

1.0.1+forge-1.21.11
23 авг. 2026 г.1Minecraft: 1.21.11forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.21.11

1.0.1+fabric-1.21.11
23 авг. 2026 г.5Minecraft: 1.21.11fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.21.10

1.0.1+neoforge-1.21.10
23 авг. 2026 г.0Minecraft: 1.21.10neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.21.10

1.0.1+forge-1.21.10
23 авг. 2026 г.0Minecraft: 1.21.10forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.21.10

1.0.1+fabric-1.21.10
23 авг. 2026 г.1Minecraft: 1.21.10fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.21.9

1.0.1+neoforge-1.21.9
23 авг. 2026 г.1Minecraft: 1.21.9neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.21.9

1.0.1+forge-1.21.9
23 авг. 2026 г.1Minecraft: 1.21.9forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.21.9

1.0.1+fabric-1.21.9
23 авг. 2026 г.1Minecraft: 1.21.9fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.21.8

1.0.1+neoforge-1.21.8
23 авг. 2026 г.0Minecraft: 1.21.8neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.21.8

1.0.1+forge-1.21.8
23 авг. 2026 г.1Minecraft: 1.21.8forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.21.8

1.0.1+fabric-1.21.8
23 авг. 2026 г.0Minecraft: 1.21.8fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.21.7

1.0.1+neoforge-1.21.7
23 авг. 2026 г.0Minecraft: 1.21.7neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.21.7

1.0.1+forge-1.21.7
23 авг. 2026 г.0Minecraft: 1.21.7forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.21.7

1.0.1+fabric-1.21.7
23 авг. 2026 г.0Minecraft: 1.21.7fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.21.6

1.0.1+neoforge-1.21.6
23 авг. 2026 г.0Minecraft: 1.21.6neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.21.6

1.0.1+forge-1.21.6
23 авг. 2026 г.1Minecraft: 1.21.6forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.21.6

1.0.1+fabric-1.21.6
23 авг. 2026 г.0Minecraft: 1.21.6fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.21.5

1.0.1+neoforge-1.21.5
23 авг. 2026 г.0Minecraft: 1.21.5neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.21.5

1.0.1+forge-1.21.5
23 авг. 2026 г.1Minecraft: 1.21.5forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.21.5

1.0.1+fabric-1.21.5
23 авг. 2026 г.4Minecraft: 1.21.5fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.21.4

1.0.1+neoforge-1.21.4
23 авг. 2026 г.0Minecraft: 1.21.4neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.21.4

1.0.1+forge-1.21.4
23 авг. 2026 г.1Minecraft: 1.21.4forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.21.4

1.0.1+fabric-1.21.4
23 авг. 2026 г.1Minecraft: 1.21.4fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.21.3

1.0.1+neoforge-1.21.3
23 авг. 2026 г.2Minecraft: 1.21.3neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.21.3

1.0.1+forge-1.21.3
23 авг. 2026 г.2Minecraft: 1.21.3forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.21.3

1.0.1+fabric-1.21.3
23 авг. 2026 г.2Minecraft: 1.21.3fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.21.2

1.0.1+neoforge-1.21.2
23 авг. 2026 г.2Minecraft: 1.21.2neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.21.2

1.0.1+fabric-1.21.2
23 авг. 2026 г.2Minecraft: 1.21.2fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.21.1

1.0.1+neoforge-1.21.1
23 авг. 2026 г.3Minecraft: 1.21.1neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.21.1

1.0.1+forge-1.21.1
23 авг. 2026 г.1Minecraft: 1.21.1forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.21.1

1.0.1+fabric-1.21.1
23 авг. 2026 г.1Minecraft: 1.21.1fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.21

1.0.1+neoforge-1.21
23 авг. 2026 г.1Minecraft: 1.21neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.21

1.0.1+forge-1.21
23 авг. 2026 г.1Minecraft: 1.21forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.21

1.0.1+fabric-1.21
23 авг. 2026 г.2Minecraft: 1.21fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.20.6

1.0.1+neoforge-1.20.6
23 авг. 2026 г.2Minecraft: 1.20.6neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.20.6

1.0.1+forge-1.20.6
23 авг. 2026 г.1Minecraft: 1.20.6forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.20.6

1.0.1+fabric-1.20.6
23 авг. 2026 г.1Minecraft: 1.20.6fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.20.5

1.0.1+fabric-1.20.5
23 авг. 2026 г.0Minecraft: 1.20.5fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 1.20.4

1.0.1+neoforge-1.20.4
23 авг. 2026 г.1Minecraft: 1.20.4neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.20.4

1.0.1+forge-1.20.4
23 авг. 2026 г.1Minecraft: 1.20.4forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.20.4

1.0.1+fabric-1.20.4
23 авг. 2026 г.1Minecraft: 1.20.4fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.20.3

1.0.1+fabric-1.20.3
23 авг. 2026 г.1Minecraft: 1.20.3fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.20.2

1.0.1+fabric-1.20.2
23 авг. 2026 г.1Minecraft: 1.20.2fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Forge 1.20.1

1.0.1+forge-1.20.1
23 авг. 2026 г.0Minecraft: 1.20.1forge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — Fabric 1.20.1

1.0.1+fabric-1.20.1
23 авг. 2026 г.3Minecraft: 1.20.1fabric
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.1 — NeoForge 26.1.2

1.0.1+neoforge-26.1.2
23 авг. 2026 г.0Minecraft: 26.1.2neoforge
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# 1.0.1 Bug fixes. Two of them stopped the game from starting, so this is worth updating for even if nothing below sounds familiar. ## It runs alongside Alex's Mobs Continued and Citadel now If you installed this next to Alex's Mobs Continued, both mods failed at launch with `MixinTransformerError` and the game never reached the menu. Same story if you had the original Citadel installed for something else, Rats for instance. EinfachZ0ckt worked out the cause and posted it, which saved me a lot of time, so: Alex's Caves bundles the parts of Citadel it needs, and six of those bundled hooks patched Minecraft in a way that only one mod is allowed to do per spot. Whichever mod got there second failed, and a mixin that fails hard takes the whole class down with it, which is why both mods died and not just one. It was never really Alex's Mobs against Alex's Caves. Alex's Mobs is just the mod most people have that brings Citadel along. Those six hooks are rewritten to a kind that stacks instead of competing. I tested it both ways round: on 1.0.0 the game dies at launch exactly as reported, and on this build it goes straight to the title screen, with Alex's Mobs Continued and with real Citadel 2.6.3. Nothing needs updating on the Alex's Mobs side. For the same reason, the "incompatible with BadOptimizations" report is almost certainly this bug too. I ran BadOptimizations 2.4.1 with this build and it loads fine, and BadOptimizations is written so its patches skip quietly rather than crash, so it can't have been the thing killing your launch on its own. ## The magnetic caves and the smithing table no longer crash Walking up to a Teletor crashed the client on 1.21.5 and up. The model was undoing a transform it had never applied, which older Minecraft versions shrugged off and newer ones throw on. It happened for any Teletor with a trail or a levitating weapon, so in practice, all of them. There was a second, separate magnetic caves crash underneath that one, in the lightning particles the magnets and tesla bulbs give off. They asked Minecraft to trace a line through the world without saying who was tracing it, which was allowed until 1.21.2 and has thrown ever since. Nothing in the code looked wrong; the method it calls still takes exactly the same arguments. Opening a smithing table crashed the client on 1.21.9 and up. The mod hooks entity rendering to do its own effects, and the little armour stand preview in that screen is not a real entity, so the hook had nothing to look at and fell over. Anvils and enchanting tables were fine because they don't render one. ## Acid no longer crashes the game on newer NeoForge Some people couldn't get into a world at all on NeoForge for 26.1.2, with a crash naming acid. NeoForge changed how it handles modded fluids partway through 26.1.2 without the Minecraft version changing, so two builds of the same NeoForge are out there behaving differently, and one of them refuses to answer the question the mod was asking about acid. There is no way to pick the right answer at build time when both are called 26.1.2. So the mod stops asking. It now works out for itself how deep you are in acid or soda by looking at the blocks around you, using the part of Minecraft that hasn't changed in any version it supports. That is the same code on all 58 builds now instead of two versions of it, and as a side effect it notices fluids from other mods again. ## Soda and acid behave like liquids again You can swim in them. Boats float. Fish don't suffocate the moment they enter soda. Radgills, lanternfish and sea pigs still die in it, and that is deliberate. They're the acid and water mobs, soda isn't their fluid. ## The compendium and the spelunkery table work The Cave Compendium opened as a blank page that swallowed your clicks. Four separate things were wrong with it and each one hid the next, which is why it looked completely dead rather than partly broken. The worst of them turned out to affect the whole mod: Minecraft 1.21.6 stopped filling in a missing transparency value on text, and every piece of text in Alex's Caves was written without one. On 1.21.6 and up that draws nothing at all. The spelunkery table was blank for exactly the same reason, on top of its buttons not registering clicks. That was 22 of the 58 builds drawing invisible text and never logging a word about it. ## Other things that did nothing when you used them The remote detonator never armed. Linking it to a bomb wrote the position onto a copy of the item that was thrown away, so it always thought it was unlinked. The occult gem had the identical bug and never bound to a beholder. Burrowing and seeking arrows fired plain arrows. The mod's own arrow was being asked for through a method Minecraft changed the shape of, so the game just used a normal one. Rusty barrels couldn't be opened, same cause. Most primordial caves mobs never spawned. They spawn on dirt, and 26.1 quietly took several blocks out of Minecraft's dirt list, including the ones down there. The mod carries its own list now. ## Visual On 26.2, things showed through solid rock. Ambersol shine came through stone walls and the primordial caves were full of white starbursts visible from anywhere. Minecraft 26.2 reversed the direction of its depth test and the mod was still comparing the old way. It was easy to prove: I put the bug back on purpose and the screenshots matched the reports. Frogs in the primordial caves were a magenta and black checkerboard on 1.21.5 and up. Minecraft moved frog skins into a data file in that version and the mod's entry pointed one folder short of where its texture actually is. Some creative tab entries showed their internal name instead of a real one — pewen and thornwood doors and signs, and the bioluminescent torch. Minecraft 1.21.2 stopped giving an item its block's name automatically and made it something an item has to ask for; those seven never asked. Six other names were simply missing from the language file, including the polarity armour trim template. All of it is checked automatically now, 455 names, so it can't drift again. The primordial, hazmat, diving and gingerbread armour trims render again on 1.21.4 and up. The trim textures had to move, twice, and the mod was also re-listing sixteen vanilla trims at paths that no longer exist. ## Not fixed Two things were reported that I couldn't turn into a bug. The raycat glow looks identical on 1.20.1, 1.21.5 and 26.2 when I capture it side by side on the same frame, so whatever was reported there, I'm not seeing it. If it's still wrong for you, a screenshot and your Minecraft version would help. The "star artifacts" in primordial caves are the Ambersol's shine, and it renders the same here as it does in the original on 1.20.1. It's meant to look like that. The see-through part of it was real, and that's fixed above. ## Testing All 58 files rebuilt from one pass and checked the same way as 1.0.0: every mixin in every file resolved against the actual Minecraft it's built for, 16433 of them, before anything was booted. The detonator, the arrows, the compendium, the spelunkery table and the smithing table were each verified in a real world rather than just in the code. Still LGPL-3.0, still AlexModGuy's mod underneath. CodxLib 1.3.6 or newer is required, same as before.
release

Alex's Caves Continued 1.0.0 — NeoForge 26.2

1.0.0+neoforge-26.2
21 авг. 2026 г.0Minecraft: 26.2neoforge
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# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 26.2

1.0.0+forge-26.2
21 авг. 2026 г.0Minecraft: 26.2forge
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# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 26.2

1.0.0+fabric-26.2
21 авг. 2026 г.15Minecraft: 26.2fabric
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# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 26.1.2

1.0.0+neoforge-26.1.2
21 авг. 2026 г.3Minecraft: 26.1.2neoforge
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# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 26.1.2

1.0.0+forge-26.1.2
21 авг. 2026 г.0Minecraft: 26.1.2forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 26.1.2

1.0.0+fabric-26.1.2
21 авг. 2026 г.0Minecraft: 26.1.2fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 26.1.1

1.0.0+neoforge-26.1.1
21 авг. 2026 г.0Minecraft: 26.1.1neoforge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 26.1.1

1.0.0+forge-26.1.1
21 авг. 2026 г.0Minecraft: 26.1.1forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 26.1.1

1.0.0+fabric-26.1.1
21 авг. 2026 г.0Minecraft: 26.1.1fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 26.1

1.0.0+neoforge-26.1
21 авг. 2026 г.1Minecraft: 26.1neoforge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 26.1

1.0.0+forge-26.1
21 авг. 2026 г.1Minecraft: 26.1forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 26.1

1.0.0+fabric-26.1
21 авг. 2026 г.0Minecraft: 26.1fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.21.11

1.0.0+neoforge-1.21.11
21 авг. 2026 г.0Minecraft: 1.21.11neoforge
Скачать
Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.21.11

1.0.0+forge-1.21.11
21 авг. 2026 г.0Minecraft: 1.21.11forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.21.11

1.0.0+fabric-1.21.11
21 авг. 2026 г.13Minecraft: 1.21.11fabric
Скачать
Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.21.10

1.0.0+neoforge-1.21.10
21 авг. 2026 г.0Minecraft: 1.21.10neoforge
Скачать
Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.21.10

1.0.0+forge-1.21.10
21 авг. 2026 г.0Minecraft: 1.21.10forge
Скачать
Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.21.10

1.0.0+fabric-1.21.10
21 авг. 2026 г.0Minecraft: 1.21.10fabric
Скачать
Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.21.9

1.0.0+neoforge-1.21.9
21 авг. 2026 г.0Minecraft: 1.21.9neoforge
Скачать
Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.21.9

1.0.0+forge-1.21.9
21 авг. 2026 г.0Minecraft: 1.21.9forge
Скачать
Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.21.9

1.0.0+fabric-1.21.9
21 авг. 2026 г.0Minecraft: 1.21.9fabric
Скачать
Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.21.8

1.0.0+neoforge-1.21.8
21 авг. 2026 г.0Minecraft: 1.21.8neoforge
Скачать
Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.21.8

1.0.0+forge-1.21.8
21 авг. 2026 г.0Minecraft: 1.21.8forge
Скачать
Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.21.8

1.0.0+fabric-1.21.8
21 авг. 2026 г.0Minecraft: 1.21.8fabric
Скачать
Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.21.7

1.0.0+neoforge-1.21.7
21 авг. 2026 г.0Minecraft: 1.21.7neoforge
Скачать
Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.21.7

1.0.0+forge-1.21.7
21 авг. 2026 г.1Minecraft: 1.21.7forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.21.7

1.0.0+fabric-1.21.7
21 авг. 2026 г.0Minecraft: 1.21.7fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.21.6

1.0.0+neoforge-1.21.6
21 авг. 2026 г.1Minecraft: 1.21.6neoforge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.21.6

1.0.0+forge-1.21.6
21 авг. 2026 г.1Minecraft: 1.21.6forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.21.6

1.0.0+fabric-1.21.6
21 авг. 2026 г.1Minecraft: 1.21.6fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.21.5

1.0.0+neoforge-1.21.5
21 авг. 2026 г.1Minecraft: 1.21.5neoforge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.21.5

1.0.0+forge-1.21.5
21 авг. 2026 г.3Minecraft: 1.21.5forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.21.5

1.0.0+fabric-1.21.5
21 авг. 2026 г.0Minecraft: 1.21.5fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.21.4

1.0.0+neoforge-1.21.4
21 авг. 2026 г.2Minecraft: 1.21.4neoforge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.21.4

1.0.0+forge-1.21.4
21 авг. 2026 г.2Minecraft: 1.21.4forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.21.4

1.0.0+fabric-1.21.4
21 авг. 2026 г.0Minecraft: 1.21.4fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.21.3

1.0.0+neoforge-1.21.3
21 авг. 2026 г.0Minecraft: 1.21.3neoforge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.21.3

1.0.0+forge-1.21.3
21 авг. 2026 г.2Minecraft: 1.21.3forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.21.3

1.0.0+fabric-1.21.3
21 авг. 2026 г.2Minecraft: 1.21.3fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.21.2

1.0.0+neoforge-1.21.2
21 авг. 2026 г.2Minecraft: 1.21.2neoforge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.21.2

1.0.0+fabric-1.21.2
21 авг. 2026 г.1Minecraft: 1.21.2fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.21.1

1.0.0+neoforge-1.21.1
21 авг. 2026 г.4Minecraft: 1.21.1neoforge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.21.1

1.0.0+forge-1.21.1
21 авг. 2026 г.9Minecraft: 1.21.1forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.21.1

1.0.0+fabric-1.21.1
21 авг. 2026 г.11Minecraft: 1.21.1fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.21

1.0.0+neoforge-1.21
21 авг. 2026 г.1Minecraft: 1.21neoforge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.21

1.0.0+forge-1.21
21 авг. 2026 г.1Minecraft: 1.21forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.21

1.0.0+fabric-1.21
21 авг. 2026 г.0Minecraft: 1.21fabric
Скачать
Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.20.6

1.0.0+neoforge-1.20.6
21 авг. 2026 г.0Minecraft: 1.20.6neoforge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.20.6

1.0.0+forge-1.20.6
21 авг. 2026 г.1Minecraft: 1.20.6forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.20.5

1.0.0+fabric-1.20.5
21 авг. 2026 г.0Minecraft: 1.20.5fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — NeoForge 1.20.4

1.0.0+neoforge-1.20.4
21 авг. 2026 г.1Minecraft: 1.20.4neoforge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.20.4

1.0.0+forge-1.20.4
21 авг. 2026 г.1Minecraft: 1.20.4forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.20.4

1.0.0+fabric-1.20.4
21 авг. 2026 г.2Minecraft: 1.20.4fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.20.3

1.0.0+fabric-1.20.3
21 авг. 2026 г.1Minecraft: 1.20.3fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.20.2

1.0.0+fabric-1.20.2
21 авг. 2026 г.0Minecraft: 1.20.2fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Forge 1.20.1

1.0.0+forge-1.20.1
21 авг. 2026 г.11Minecraft: 1.20.1forge
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.20.1

1.0.0+fabric-1.20.1
21 авг. 2026 г.52Minecraft: 1.20.1fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.
release

Alex's Caves Continued 1.0.0 — Fabric 1.20.6

1.0.0+fabric-1.20.6
21 авг. 2026 г.6Minecraft: 1.20.6fabric
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Что нового
# 1.0.0 First release. This is AlexModGuy's Alex's Caves, ported forward and out sideways: every Minecraft version from 1.20.1 to 26.2, on Fabric, NeoForge and Forge. 58 files in all. The content is untouched. Same six biomes, same 43 mobs, same 14 structures, same 354 blocks and 575 items, same recipes and advancements. Nothing rebalanced, nothing added, nothing cut. If you played the original, this is it. ## What changed around it Citadel is bundled now. The original needed it as a separate download; that code lives inside this jar instead, so it's one less thing to keep in step. Fabric and NeoForge work, which the original never supported. CodxLib is required, 1.3.6 or newer: https://modrinth.com/mod/codxlib. Grab the file for your exact Minecraft version and loader and drop it in alongside this one. Without it the game won't start. Install both mods on the client and the server. It's a content mod, so both sides need it. There's a `/acc` command now, for server owners. It opens a chest menu over the general config, so the options can be changed in game instead of by editing a toml and restarting. ## Bugs fixed Most of these were in the original. Some only started showing up on newer Minecraft versions, which is how I found them. Every advancement fired the moment you loaded a world, on 1.20.5 and up. The mod's advancements ask "are you standing in this biome" and "are you inside this structure", and 1.20.5 renamed the fields that carry the answer. Minecraft doesn't complain about a field it doesn't recognise, it just drops it — which left the question empty, and an empty question is true everywhere. Since one of the ones firing was the root advancement, the whole tab popped at once. The licowitch and the tremorzilla couldn't be summoned at all on 1.20.5 and up. One wrong class name in the original source had the two mobs fighting over the same slot of synced data, and newer Minecraft versions turn that into a hard error instead of quietly coping. Both spawn fine now. Eleven mobs crashed the server the first tick after they spawned, on 1.21.2 and up. That's the version where Minecraft moved the "notices a player holding food" range onto an entity attribute, and those eleven never declared it. Every block's item was named `item.alexscaves.something` instead of its real name, on 1.21.2 and up. Icons and models were fine, so it only showed if you hovered over one. Opening the creative inventory crashed the client. Galena bricks were listed twice in the Magnetic Caves tab and Minecraft refuses to build a tab with a duplicate in it. That one has been in the mod since 1.19.3. The Magnetron crashed the client the first frame you could see one, because of how the lightning bolts kept track of who they belonged to. Finding one of the mod's cave biomes and teleporting into it froze the game, on 26.1 and up, in singleplayer only. Minecraft added a check that runs before the world has finished opening and freezes the list of things each biome is allowed to generate; the mod adds its biomes a moment later, so they weren't on the list, and the first chunk that tried to decorate one died with the world already loaded. Servers were never affected, which is why it took this long to find. On 26.2, an Amber Monolith crashed the client the first frame it came into view, and the hologram projector would have done the same. Both show a mob that isn't really in the world, and 26.2 started refusing to answer a question about mobs like that. Installing this next to Farmer's Delight crashed the game at startup, sometimes — it depended on which of the two loaded first. Both add signs to the same list and this mod was sealing it shut. A pile of recipes were silently uncraftable. They pointed at shared convention tags that the loader in question had never actually defined, and a missing ingredient tag doesn't error on older versions, it just empties the ingredient and the recipe stops matching. Concrete and iron nuggets were the worst of it. The mod owns those tags itself now, so the recipes work everywhere, and other mods' equivalent items still count toward them. Magnets did nothing to iron on a few Fabric builds. Same cause. The primordial, hazmat, diving and gingerbread armour sets rendered as nothing at all from 1.20.5 onward. They were relying on a Forge hook that stopped existing. On NeoForge 1.21.7 and up, the game stopped on a warning screen naming this mod every single launch, and you had to click past it to reach the menu. Gone. On Fabric 1.21.5 and up, the game crashed the first time anything walked into water. 51 faces across 13 block models were reaching outside their own texture, which means they've been drawing whatever pixels happened to sit next to it on the sheet since 1.20.1. On 26.1 that stopped being a cosmetic problem and started failing the model outright. Another 48 faces had no texture assigned at all. Both fixed, geometry untouched. Two sound effects were spelled one way where they were registered and another way in the sound list, so they never played. The abyssal chasm has an ambient track now, which it always shipped and never used. A structure exclusion zone that had never once applied, and a spear model pointing at the wrong file. Fixed where fixing it was clearly right, left alone and written down where it wasn't. ## Testing All 58 files boot, client and server, on the Minecraft version and loader they're built for. Three of them got a full in-world pass over RCON on a fixed seed: every biome located, every structure placed, every block set, every mob summoned, every loot table rolled. Those three agree with each other down to the coordinates. Alex's Caves is AlexModGuy's work and this project claims none of it. LGPL-3.0, same as the original.