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ВЕРСИИ (14)
release
The Compound V 3.1.4-r
3.1.4-r2 окт. 2026 г.432Minecraft: 26.3fabric
Что нового
# The Compound V — 3.1.4-r
### Acquisition Rebalance
This update focuses on rebalancing how Compound V and its variants are discovered throughout the world. Exploration now plays a more meaningful role in acquiring V-related items.
### What's Changed
**Serum Acquisition**
- Rebalanced the availability of Compound V, Temp V, Pure V, and Unstable V.
- Different structures now offer different acquisition opportunities.
- Rare serum variants have their own location-specific drop rates.
- Unstable V now follows a revised rarity distribution across six eligible loot sources.
**Exploration & Loot**
- Reworked V-related loot distribution across eligible structures.
- Updated Stronghold loot, including Libraries, Corridors, and Crossings.
- Rebalanced Ancient City rewards.
- Adjusted the distribution of V Samples and Research Notes.
- Eligible loot pools now use independent rolls for their respective rewards.
### Why This Update?
Finding Compound V should feel like a discovery, not just another random loot drop.
Whether you're searching forgotten Strongholds or exploring the depths of an Ancient City, where you choose to explore now matters.
**The search for V has changed.**
---
*More content is coming in future updates.*
release
The Compound V 3.1.3-r
3.1.3-r30 сент. 2026 г.43Minecraft: 26.3fabric
Что нового
# Compound V 3.1.3-r
**Minecraft 26.3 · Fabric Loader 0.19.5+ · Fabric API · Java 25**
## Performance & Balance Update
This release focuses on first version port of 26.3, Conduit performance, harder karma progression, clearer element identities, and fixes for power persistence and world interactions.
## Conduit Performance
- Reduced rendering overhead while Conduit is active, including its resource HUD, crosshairs, and progression display.
- Optimized Neon Rush body effects, trails, and light layers to reduce repeated calculations and memory allocations.
- Preserved visual quality, trail length, body echoes, lighting, and colors.
- Removed unnecessary Neon body-effect work while idle.
## Harder Karma Progression
- Karma progression now requires **eight times more base effort** across Smoke, Neon, Video, and world actions.
- Streak bonuses require more consecutive deeds and have a longer cooldown.
- Repeated hits, civilian harm, healing, and rescues now have limits that prevent easy karma farming.
- Switching elements or reconnecting no longer resets these farming limits.
- Partial karma progress is saved. Existing karma, ranks, and rank thresholds are preserved.
## Element Balance & Switching
- **Smoke gains fire resistance at level 3.** This protects against fire and burning surfaces, but **does not protect against lava**.
- Switching to Neon or Video immediately removes Smoke's fire protection.
- Removed Smoke's previous lava damage reduction.
- Hero Smoke reserve regeneration pauses in water and only works while Smoke is active.
- Fixed Video → Neon incorrectly displaying **“Power source changed: Smoke.”**
- Improved element-switch messages and cleanup of abilities from the previous element.
- Updated English and Turkish skill descriptions to explain each element's strengths and limitations: Smoke's crowd control and fire mastery, Neon's speed and precision with water and heat restrictions, and Video's stealth and aerial tools with reserve costs and limited emergency healing.
- Independent Fire Resistance potions remain usable and visible.
## General Fixes
- Fixed power levels being lost after death when **Keep Powers After Death** is enabled.
- Fixed Vessel progression being erased during logout and prevented removed powers from returning through stale Vessel records.
- Fixed Neon source energy being replenished by repeatedly interrupting drains.
- Fixed depleted lamps failing to recover after chunk unloading or world reloads.
- Preserved Bloody Mary village-story progress when village centers or occupied points of interest change.
- Fixed Bloody Mary dialogue and subtitles failing to advance when her voice audio is disabled.
- Fixed unauthorized zinc waxing and scraping in Spectator and Adventure modes.
- Fixed power lighting incorrectly passing through solid walls behind glass or water.
## Requirements
- Minecraft **26.3**
- Fabric Loader **0.19.5 or newer**
- Fabric API
- Java **25**
Use matching mod versions on the server and all connected clients.
release
The Compound V 3.1.2-r
3.1.2-r26 сент. 2026 г.174Minecraft: 26.2fabric
Что нового
🧪 Compound V Controls
- Added a **V Effects** page to the Control Center with a toggle for hiding particles from V-related potion effects.
- Moved **Keep Powers After Death** from gamerules to the Control Center's **Gameplay** settings.
- Stale player V records are cleared when the player loads or before another Compound V dose is applied, so removed V effects no longer leave the record stuck at those checkpoints.
---
## 📦 Requirements
**Minecraft 26.2**
**Fabric Loader 0.19.3+**
**Fabric API**
**Java 25**
release
The Compound V 3.1.1-r
3.1.1-r26 сент. 2026 г.10Minecraft: 26.2fabric
Что нового
# Compound V 3.1.1-r
**Minecraft 26.2 · Fabric Loader 0.19.3+ · Fabric API · Java 25**
> ⚠️ **Network Update:** Servers and every connected client must be running **3.1.1-r**.
## 💎 The Neon Polish Update
**Amethyst now powers Neon.**
3.1.1-r is focused on making Neon faster, cleaner and more responsive.
Light Speed reacts sooner, Conduit powers now use a new vanilla-style resource HUD, Neon can drain **amethyst**, its VFX are significantly cheaper to render with **no visual downgrade**, and several sound issues have been cleaned up.
---
## 💎 Amethyst Powers Neon
Neon can now drain **amethyst** alongside traditional light sources.
Supported sources now include:
- Amethyst Blocks
- Budding Amethyst
- Amethyst Clusters
- Large Amethyst Buds
- Sea Lanterns
- Glowstone
- Froglights
### Crystals Hold More Power
Amethyst Clusters and Large Amethyst Buds contain significantly more Neon energy than standard blocks and lamps.
| Source | Energy | Quick Drain | Phosphor Charges | Missiles |
| :-- | --: | --: | --: | --: |
| Light Sources & Amethyst Blocks | 35 | 50 | +1 | +3 |
| **Amethyst Crystals** | **60** | **85** | **+2** | **+5** |
Neon can also now be **awakened directly from amethyst**.
Neon sources remain fully data-driven:
- `compoundvmod:neon_sources` controls what Neon can drain.
- `compoundvmod:neon_crystal_sources` controls what counts as a high-value crystal source.
---
## ⚡ Snappier Light Speed
Light Speed has received a major responsiveness pass.
### Instant Photon Jump
Photon Jump now launches **the moment the input reaches the server**.
Previously, the ability waited through a three-tick crouch before launching, adding roughly a fifth of a second of delay to every jump.
### Space Always Works
If Photon Jump:
- Hasn't been learned
- Is still cooling down
- Doesn't have enough energy
...pressing `Space` now performs a normal jump instead of doing nothing.
This also works during the short coast period after releasing `V`.
### No More Lost Taps
Very short `Space` inputs are no longer dropped.
### Faster Acceleration
Light Speed now reaches cruise speed in approximately:
**0.85 seconds**
Previously:
**1.2 seconds**
### Cleaner Run Restarts
Holding `V` after a run ends no longer repeatedly restarts Light Speed and its start-up sound.
If the run is resumed within roughly one second, it continues **silently and smoothly**.
---
## 🌊 Swimming With Neon
Neon movement now behaves properly around water.
- Running poses no longer distort swimming animations.
- Falling poses no longer interfere with swim strokes.
- Entering water immediately ends Light Speed.
- Light Speed cannot start underwater.
---
## 📊 New Conduit Resource Row
The old slim resource bar has been replaced for:
**Smoke · Neon · Video**
Your reserve is now displayed as a row of **10 icons above the food bar**, designed to behave like Minecraft's own health, hunger and air HUD.
### Power Icons
**Smoke**
A smoke puff with a burning ember.
**Neon**
A prism of light.
**Video**
A block of pixels caught mid-glitch, torn sideways with split colour channels.
Neon and Video automatically follow your **karma colour**.
Each full icon represents **10%** of your reserve.
Each half icon represents **5%**.
The row fills **from right to left**, with half-icons rendered from their right side so the entire resource display flows consistently.
---
## ❤️ It Reacts Like Your Hearts
The new resource row isn't static.
### Spending
Recently spent energy becomes a **white ghost** that briefly blinks before sliding away while the affected slots flash.
### Filling
While your reserve is increasing, a regeneration-style wave moves across the row and newly restored icons glow.
### Full Reserve
Reaching full energy briefly lights up the entire row.
### Nearly Empty
Low reserves make the row tremble similarly to Minecraft's starving food bar.
### Air Bubbles
When underwater air bubbles are visible, the entire resource row automatically moves upward to make room.
---
## 💠 Neon Stock
Neon's secondary resources now appear directly around the main reserve row using matching iconography.
### Phosphor Charges
Small prisms displayed on the **left**.
### Missiles
Rocket icons displayed on the **right**.
After eight missiles, each rocket represents **two missiles**.
### Ultimate / Focus
A thin line above the resource icons displays:
- **Ultimate charge** normally
- **Focus** while Laser Insight is active
### Finishers
Small studs beside the resource row show available finishers.
---
## 🔊 Neon Sound Polish
### Split Overload Beam
The Phosphor Overload Beam recording is now divided into two synchronized stages.
**Charge**
Holding `C` + Right Click plays the charge portion.
**Fire**
Releasing the beam plays the firing portion.
Both parts are sourced from the **same original recording**, preserving the transition between them.
If the beam fires early or charging is cancelled, the charge section stops immediately so the two sounds never overlap.
### No More Stray Beam Sounds
The beam firing sound will no longer incorrectly trigger when:
- Pressing `C` for Laser Insight
- Touching walls while using Light Speed
---
## 🚀 Performance
Neon's visual effects are now considerably cheaper to render with **no visual change**.
The optimized geometry was compared against the previous output **triangle by triangle**.
### Results
- About **25% fewer vertices per frame** for the same image.
- About **30% less CPU time** when a Light Speed runner is fully visible.
- Even larger CPU savings when parts of the effect are outside the camera view.
- Echo bodies outside the camera view are no longer built.
- Invisible trail sections are no longer built.
- About **70% less memory churn per frame**, reducing garbage-collection stutters.
Because several powers share the same underlying geometry system, these improvements also benefit:
**Video · Beams · Flight Effects**
The new resource HUD also avoids drawing elements that cannot actually be seen.
---
## 📦 Requirements
- **Minecraft 26.2**
- **Fabric Loader 0.19.3+**
- **Fabric API**
- **Java 25**
---
### Compound V 3.1.1-r
**Faster Neon. Better feedback. Cleaner sound. Cheaper effects.**
And now, **Amethyst is power.**
release
The Compound V 3.1.0-r
3.1.0-r25 сент. 2026 г.13Minecraft: 26.2fabric
Что нового
# Compound V 3.1.0-r
**Minecraft 26.2 · Fabric Loader 0.19.3+ · Fabric API · Java 25**
> ⚠️ **Network update:** Servers and every connected client must be running **3.1.0-r**.
## ⚡ The Conduit Update
**Neon is here.**
Neon joins **Smoke** and **Video** as the third full Conduit element, while the karma system has been expanded into a choice you make over every wounded enemy.
This release also rebuilds **Homelander, Heat Vision, Radioactive and Flight** around new shared movement, aiming and beam systems — while the **Blood Path** becomes a hunt.
---
## ⚡ Neon
Absorb a live light source — **Sea Lantern, Glowstone or any Froglight** — to awaken Neon.
Stand on the ground, aim at the source and hold `Shift`. After awakening Neon, further drains refill your energy.
| Control | Ability |
| --- | --- |
| `V` hold | **Light Speed** — high-speed traversal and wall running |
| `Space` during Light Speed | **Photon Jump** |
| `C` + Left Click | **Neon Beam** — precise weak-point shots |
| `C` + Right Click | **Phosphor Beam** — charged heavy shot |
| `X` hold/release | **Stasis Bubble** — suspend up to eight enemies |
| `Shift` + `X` | **Ultimate** |
| `N` | **Homing Missiles** |
| Empty-hand attack | **Neon Melee** |
| Airborne downward attack | **Air Strike** |
### Weak Points
Your karma changes what precision attacks do.
**Hero**
- Leg shots mark and eventually bind ordinary enemies without killing them.
**Infamous**
- Headshots execute ordinary enemies.
- Elite enemies instead take heavy bonus damage.
- Bosses and players are never executed.
### Radiant Event
Neon's Ultimate releases a shockwave that captures nearby hostiles, launches you into the air and brings down a massive barrage of light.
Hero conduits **bind** the captured enemies.
Infamous conduits **execute** them before finishing with an overload pulse.
### Skill Tree
Neon launches with **62 skill nodes across 10 branches**:
Energy · Traversal · Neon Beam · Phosphor · Stasis · Melee · Missiles · Laser Insight · Karma · Ultimate
Including skills such as **Rapid Fire, Speed Loader, Volatile Stasis, Dash Strike, Radiant Sweep, Neon Singularity and Supernova**.
Neon also has a completely new sound set covering traversal, shots, impacts, charging, stasis, missiles, drains and the Ultimate.
Neon only takes control while your hand is empty. Hold a tool, weapon or block — or aim at a block — and normal Minecraft interaction takes priority.
---
## 🔥 Conduit Karma
**Every wounded enemy is now a choice.**
This applies to **Smoke and Video as well as Neon**, regardless of karma rank or skill-tree progress.
When an enemy is badly wounded, two actions appear beside the crosshair.
| Conduit | Merciful — `Use` | Brutal — hold `Sneak` |
| --- | --- | --- |
| Smoke | **Bind** in cinder shackles | **Burn Out** |
| Video | **Freeze Frame** | **Siphon** |
| Video civilian | **Restore** | **Drain** |
Many more actions now affect karma, including companion choices, raids, killing sprees, heroic streaks, harming civilians and PvP actions.
**Enemy Subdued** is now reserved for genuine non-lethal takedowns. Ordinary kills while following the heroic path display **Enemy Defeated** instead.
### New Karma HUD
The old karma interface has been replaced with a much smaller HUD:
**Rank emblem + thin karma line.**
Actions appear beside it as short notifications, and rank changes are displayed simply:
**RANK UP · CHAMPION**
---
## 🎯 New Crosshairs
Each Conduit element now has its own reticle:
**Smoke:** ring
**Neon:** open arch
**Video:** brackets
Smoke's Cinder Shot reticle now predicts its result directly:
**Blue** — body / legs / subdue
**Red** — head / execute
The old floating hitboxes are gone.
All three reticles also support the vanilla attack indicator and display gold ticks when the next hit will be a **critical hit**.
---
## 📺 Video Rebuilt
Video has received a major visual overhaul.
Every Video ability now builds its visuals from broadcast-style **pixels and light**:
**Neutral:** white
**Hero:** blue
**Infamous:** red → violet
Water and glass no longer swallow Video effects.
### New Summons
Summons are now actual models.
**Wingman**
A tall white-and-gold hard-light angel with blade wings, a halo and lance.
**Demons**
Hunched black-glass creatures split by burning cracks, with bat wings, shard crowns and burning tails.
Both materialise and dissolve **pixel by pixel**.
Also included:
New drains · New Radiant Longsword · Demonic Talons · New blades · Rift effects · New Surge take-off
Video Surge now uses the same wing geometry at every karma level; **karma changes their colour instead of their shape**.
---
## 🌀 Shared Movement Engine
**Video Surge, Sanguine Swarm and Neon** now share a new momentum-based movement system with:
Acceleration · Banking · Climbs · Dives · Client-side steering
Movement is predicted locally, greatly reducing rubber-banding.
---
## 🦸 Homelander Rework
### Flight
Flight is now simulated locally with:
- True stationary hovering
- Hard acceleration and braking
- Momentum-preserving cruise turns
- Sonic boom effects
- Vapour cone and shock ring when breaking the sound barrier
- Landing shockwaves after high-speed dives
The old long energy trails are gone.
High speed is now represented through **wind, air distortion and Mach effects**.
### Grab
Grab now holds targets firmly in your hand.
You can:
**Carry · Heat Vision · Punch away · Crush · Throw toward the crosshair**
Targets should no longer drift, rubber-band or remain frozen after a collision.
### Super Punch
Damage and impact now scale with your current speed and can slam targets into walls.
### X-Ray
X-Ray has been rebuilt around actual anatomy.
Humanoid targets use **Minecraft's own skeleton**, posed with their current movement.
Non-humanoid creatures receive skeletons built around their own body shape.
Every living creature also receives a **beating block-built heart** positioned according to its anatomy.
Focus a creature to inspect its **pulse and health**.
---
## 👁️ Heat Vision Rework
Heat Vision now uses a thin **white-hot twin core** surrounded by controlled red glow, with most of the violence concentrated at the impact point.
**What you see is what the beam hits.**
Holding the beam against blocks can now:
Melt sand into glass · Melt ice · Shatter glass · Ignite blocks · Activate furnaces · Cut through terrain
Behaviour depends on beam output and server configuration.
### New Settings
**Server**
- Heat Vision Mining — Off / Slow / Normal / Fast
- Heat Vision Transmutation
- Heat Vision Beam Damage
**Client**
- Heat Vision Activation — Hold / Toggle
Beam clashes also have new visuals when two beams collide.
---
## ☢️ Radioactive Rework
Hold `B` to accumulate radiation inside your chest.
Releasing fires a short, heavy radioactive beam.
Longer charge increases:
**Width · Reach · Damage · Duration**
Release too early and the attack fizzles.
Hold it for too long and the stored radiation breaks loose automatically.
`Shift` + `B` activates **Overload**, immediately discharging at full width.
---
## 🕊️ Flight Rework
Standard Flight now runs on the shared movement architecture and uses a **stamina reserve**.
Hovering costs almost nothing.
Cruising slowly drains stamina.
Boosting drains it rapidly.
Running completely dry triggers a **controlled descent** instead of simply dropping the player.
Flight VFX now focus entirely on air:
Wind streams · Shock rings · Dust · Water spray · First-person air streaks
---
## 🎥 Aim & Impact
Ranged abilities now smoothly move into an **over-the-shoulder aiming camera**.
Projectiles and beams originate from their proper physical position — eyes, chest or hand — and converge precisely on the crosshair.
The reticle also warns when an obstacle between the player and crosshair will intercept the attack.
Other players can now see your character turn and aim correctly.
### Client Settings
**Shoulder Aim Camera** — On / Off
**Aim Shoulder** — Right / Left
Large impacts also shake the camera while respecting screen-shake and reduced-motion settings.
---
## 🩸 Blood Path — The Hunt
The Blood Path is no longer just resource management.
It now revolves around **tracking prey**.
### Heartsight
Focus a creature while Heartsight is active to mark it as your prey.
Marked prey can be pursued from farther away, the chase refunds part of its cost, and feeding on your chosen target grants additional value — especially if it was escaping.
### Chase
The chase lunge now continuously steers toward the target and ends directly in a strike.
### Overflow
Feeding while your blood bar is full stores the excess inside a small reserve.
Overflow is consumed **before your normal blood supply**.
### Sanguine Swarm
The Swarm is now represented by an actual flock in third person.
It uses momentum and banking, hides your hotbar during flight and converges back into your body when released.
A swarm flight can last up to **15 seconds**.
Hitting stone at high speed scatters the swarm.
Passive blood sense is now **free and permanently active**, and rejected abilities explain their requirements through the action bar.
### New Advancements
**The First Taste**
**You Were Chosen**
**I Become The Swarm**
**Blood Moves Differently Now**
**More Than Enough**
**Vought Certified**
**The Seven**
---
## 🧪 Experimental Limb System
A new optional server feature is available under:
**Gameplay → Experimental Limb System**
It is **disabled by default**.
When enabled, sustained Heat Vision can disable and eventually sever limbs on supported humanoid entities.
Lost legs reduce movement speed.
Disabling the option restores affected loaded entities.
---
## 🗑️ Removed
- Glide
- Glide Control
- Video Glide
- Old karma plate
- Rank cards
- Karma toast notifications
- Old box-based X-Ray rendering
- Smoke floating hitboxes
- 59 unused textures
Removed movement skills automatically refund their skill shards.
---
## 🔧 Fixes
- Video lighting no longer disappears over water or behind glass.
- Refused V doses remain correctly in your hand.
- Refused doses no longer contribute toward Temp V mutation risk.
- Drinking Compound V while already carrying V now gives proper feedback.
- Mary no longer speaks to players who have lost the Blood Path.
- Starlight Radiant Flight and Weaver ceiling-walking no longer interfere with another power's gravity handling.
- Players joining a server correctly see existing Ink Form users.
- Leaving the Ink Pocket after a server restart now returns you safely to world spawn.
- Termite no longer reconnects to the wrong host and searches for lost hosts less aggressively.
- Unstable V rolls stop correctly when powers change and are cleared on disconnect, respawn and server shutdown.
---
## 📦 Requirements
**Minecraft 26.2**
**Fabric Loader 0.19.3+**
**Fabric API**
**Java 25**
---
**3.1.0-r is one of Compound V's largest systemic updates yet: a new Conduit element, a rebuilt karma loop, unified movement and aiming, major power reworks and the beginning of a much more dangerous Blood Path.**
beta
The Compound V 3.1.0-b
3.1.0-b13 сент. 2026 г.59Minecraft: 26.2fabric
Что нового
# Two New Powers: Midas & Vessel Strain
This release adds **two completely new powers**, removes the old Vought facility worldgen, and includes several fixes to power handling.
---
## 🟡 Midas
A permanent **Compound V power** built around living transmutation.
Your body gradually hardens into gold, increasing your durability while permanently adding extra weight. Bare-handed attacks can transmute living targets into gold.
### Controls
| Action | Ability |
| ----------------------- | ------------------------------------------------ |
| **Unarmed Hit** | **Golden Touch** — gild whatever you strike |
| **Sneak + Unarmed Hit** | **Aurum Lock** — unlocked through the skill tree |
| `Z` | Open the **Midas Skill Tree** |
### Features
* Includes a dedicated **10-node skill tree**.
* **Auric Plating** reduces incoming damage.
* The additional weight of golden tissue slightly reduces movement speed.
* **Zinc suppression disables Auric Plating**.
* **Aurum Lock** must be unlocked before it can be used.
* **Chained Gilding** must also be unlocked through progression.
* Gilding generates gold, allowing the power to partially sustain its own progression.
---
## 🩸 Vessel Strain
A new **Pure V Special**.
Vessel can roll alongside:
* Homelander
* Stormfront
* Telepath
* Radioactive
* Immortal
* Chronos
Unlike every other Pure V Special, **Vessel has no natural offensive power of its own**.
Instead, it wears the powers of others.
### Controls
| Action | Ability |
| ------------------------------ | ----------------------------------------------------------------- |
| `G` while **Hollow** | **Siphon** a power from a donor damaged within the last 2 seconds |
| `G` while wearing a power | Use the borrowed power's primary action |
| `Shift + G` | Release the current borrowed power |
| `Use + G` | **Read the Blood** — detect nearby V carriers |
| `Shift + Use + G` while Hollow | **Echo** a stored trace |
| `Z` | Open the **15-node Vessel Skill Tree** |
| `K` | Open the Vessel guide |
| `Shift + K` | Open the full Vessel information page |
### How Vessel Works
You may wear **exactly one stolen power at a time**.
Borrowed powers always operate at their **base tier**.
You inherit the phenotype — not the experience.
### Strain
Vessel introduces a resource that works in reverse compared to most systems in the mod.
* **Strain is full while Hollow.**
* Strain drains while wearing another power.
* When Strain reaches zero, the borrowed power is forcibly released.
* The forced release leaves the Vessel temporarily incapacitated.
* While Hollow, Vessel is weaker than an ordinary body.
* Unlocking **Full Collection** removes the Hollow weakness.
### Traces & Echo
Every phenotype you successfully wear is permanently remembered as a **Trace**.
Once recorded, that phenotype becomes part of your collection.
**Echo** allows you to temporarily re-wear a stored Trace without needing a donor nearby, although Echoed powers operate at reduced strength.
Your Vessel collection is therefore shaped entirely by the Supes and V-mutated creatures you encounter.
### Valid Donors
Siphon works on both:
* Players carrying V powers
* V-exposed creatures
This includes compatible **V-Touched** and **Universal V** mobs, making Vessel fully usable in single-player worlds.
### Borrowing, Not Stealing
Siphon does **not permanently remove powers**.
The donor's power returns when the Vessel's wear window ends.
If a player disconnects while their power is being worn, their power is restored immediately the next time they join the world.
### Read the Blood
Vessel is also the first power focused on gathering information rather than directly applying force.
**Read the Blood** detects nearby V carriers.
With the **Deep Read** upgrade, it reveals the exact strain instead of only identifying its general family.
---
# Removed
## Vought Research Facility
The old Vought research facility has been removed from world generation.
The following content no longer generates or functions:
* Underground Vought laboratory
* Facility rooms and markers
* Facility chest loot table
* `/facility` command
* `compoundvmod:vought_lab` structure
As a result:
```text
/locate structure compoundvmod:vought_lab
```
will no longer resolve.
### Existing Worlds
Facilities that were already generated in existing worlds are **not deleted**.
They remain as ordinary blocks.
Invisible room markers are automatically removed when the area loads, but no other part of the save is modified.
### Vought Research Notes
**Vought Research Notes have NOT been removed.**
They can still appear in:
* Stronghold libraries
* Ancient Cities
* Dungeons
* Mineshafts
* Igloos
* Woodland Mansions
The **Research Log** and **Cult of Whispers offering tasks** therefore continue to function normally.
---
# Fixes
### Midas
Midas is now correctly handled by:
* Temp V blocking
* Power cleanup
* Zinc suppression
* Radioactive stripping
* Suppressed power rendering
### Unstable V
Unstable V reworks now:
* Respect disabled content
* Can roll any registered compatible power
* Never return the same power you already had
* Correctly survive death
* Correctly survive world reloads
---
## Requirements
> **Java 25 is required for this release.**
release
The Compound V 3.0.2-r
3.0.2-r15 авг. 2026 г.333Minecraft: 26.2fabric
Что нового
Mary's stroyline correction has been fixed.
beta
The Compound V 3.0.1-b
3.0.1-b15 авг. 2026 г.11Minecraft: 26.2fabric
Что нового
Bunch Of bug fixes; Now you can't drink Vein Of Blood while Morning, before Mary's introduce you can't drink any Compound Type.
release
The Compound V 3.0.0
3.0.014 авг. 2026 г.55Minecraft: 26.2fabric
Что нового
# Compound V 3.0.0 - Cult of Whispers
Here we are.
It has been a while since 2.2.0, and this update ended up becoming much bigger than I originally expected.
3.0.0 started as the usual thing. Rework some powers, fix some rough systems, add a couple of new abilities, clean up visuals, move on.
That obviously did not happen.
Instead, we ended up adding an entirely new progression path, a new Compound V power, a complete Stormfront overhaul, a proper in-game configuration menu, a system that lets Compound V affect living creatures, a ton of new audio, and probably the strangest character ever added to this mod.
So yeah.
**Basically, we added an ancient mommy to Minecraft.**
## CULT OF WHISPERS
The biggest addition in 3.0.0 is the **Cult of Whispers**.
While exploring, you can now find Whispers Groves and encounter the **Veiled Witness**.
The cult isn't just another structure with a chest at the end. It has its own progression.
The Witness can give you requests involving hunting, offerings, rituals and stranger acts of devotion. Some are simple. Some ask you to sacrifice things you probably would have rather kept. Others send you into places like the Deep Dark or ask you to stand wounded beneath the open night.
Completing these requests builds your standing with the cult through several stages.
Eventually, if you go far enough, you reach the final ritual.
At night, three living Witnesses gather and perform the **Red Liturgy**.
They create one golden vessel.
One.
Inside it is the **Vein of Blood**.
And this is where 3.0.0 becomes something very different from previous versions of Compound V.
## VEIN OF BLOOD
The Vein of Blood is not a normal Compound V power.
It is a curse.
You drink it once, and your playthrough changes around it.
Your body begins storing Blood as its own resource. Feeding restores it. Hunger becomes increasingly dangerous. Injured living creatures become more important because the curse starts treating them as prey.
And instead of immediately handing you an entire moveset, the Vein develops over time.
Which brings us to another completely new system.
## THE VEINS
The Vein of Blood has its own skill tree called **The Veins**.
And no, there are no shards, my friend. 😎
You do not grind another currency and buy everything from a menu.
The Veins reacts to your behavior.
You feed. You hunt. You fight. You use what the curse has already given you. You reach certain conditions.
Then something stirs.
A dormant vein can become ready to awaken, and only then can you open it.
There are **12 veins** in 3.0.0.
**Bite** is where it begins. Feed directly from living, blood-bearing targets to restore Blood and heal yourself.
**Feast** makes feeding stronger, restoring more Blood and health while weakening anything unfortunate enough to survive.
**Devour** takes that further. Critically weakened prey can be finished through Bite itself.
**Sanguine Swarm** allows your body to dissolve into a flying blood swarm. Staying transformed continuously consumes your stored Blood, so flight lasts only as long as the curse can sustain it.
Then the other side of the tree starts getting stranger.
**Curse Echo** is Mary's presence beginning to leak into normal gameplay. A laugh where there shouldn't be one. Something physical following a violent moment. A glimpse that disappears almost immediately.
**The Chase** turns wounded prey into something you can actually pursue, allowing you to pounce toward targets while using Heartsight.
**The Red Thread** lets you infect a living creature. Once bound, that creature becomes hostile to everything except the person who placed the Thread.
**Spreading** evolves that corruption further. A Thread-bound host can begin passing Mary's influence into valid creatures it attacks.
**Blood Fervor** rewards aggressive kill chains. Several meaningful kills in quick succession can trigger a temporary predatory state that burns through Blood while it lasts.
Then there are the veins growing directly beneath the heart.
**Heartsight** lets you listen for wounded living bodies around you. Constructs and undead do not answer.
**Predator's Scent** is different. Wounded moving prey begins leaving private, fading blood trails behind it, giving you something to physically hunt rather than simply highlighting everything nearby.
And at the bottom of that branch is **Shared Form**.
We'll get back to that.
Because first we need to talk about Mary.
## BLOODY MARY
The Vein does not come alone.
After drinking it, eventually you start hearing someone.
At first you don't know who she is.
Then she introduces herself.
**Bloody Mary.**
Mary is not just an announcer that says something when you unlock an ability.
There are more than **80 voiced Mary audio files** in this build, covering progression, combat, hunger, locations, Bond changes and smaller contextual moments.
She reacts to you.
She can comment when you first burn in sunlight.
She notices when you're starving.
She has reactions for feeding, refusing to feed, eating normal food when blood is what your body actually wants, using a Totem, entering caves, walking into the Nether, finding a Nether Fortress, spending too long crossing an ocean, rain, sculk, pets and combat.
But the important part is that some of these situations are connected.
Mary can remember what happened.
Villages, pillager outposts and woodland mansions have their own story state.
If Mary wants something and you refuse, that doesn't necessarily disappear when you walk away.
Come back later and she can remember what you did.
Start something and leave halfway through, she can remember that too.
Finish it later and the response can change again.
The system is built around **Bond**.
Your relationship can move between Distant, Entangled and Bloodbound, and Mary's behavior changes with it.
A Mary who has grown close to you does not sound like a Mary who has spent the entire playthrough being ignored.
This is also where the curse starts becoming more than dialogue.
## CURSE ECHO
Curse Echo is intentionally quieter than most abilities in the mod.
There is no giant attack button attached to it.
Mary simply begins reaching further through the curse.
Sometimes that means laughter.
Sometimes it means a physical manifestation around violence.
Sometimes it means seeing something for a fraction of a second after a kill.
And not every sound she makes is necessarily trapped inside your character's head.
Her presence can occasionally bleed into the world around you.
## SHARED FORM
Shared Form is the deepest Vein currently in the tree.
With a high enough Bond, nearly full Blood and an overwhelming enough threat, Mary may decide that you're no longer the person best suited to handle the situation.
You do not get an accept button.
You do not vote on it.
Mary decides when the body is hers.
And when it happens:
**"Let me take it from here."**
Control changes.
When it is over, your Blood is depleted.
The point of Shared Form isn't to give you another ultimate you press every cooldown.
It is supposed to feel like the relationship between you and Mary has reached a point where the line between the two of you is starting to disappear.
## SPLINTER
The regular Compound V pool has a new addition too.
**Splinter.**
Splinter divides one consciousness across multiple physical bodies.
The important word there is physical.
These are not holograms.
And they are not free copies of your health.
Your biological capacity is divided between your bodies. The more you create, the more fragile each individual body becomes.
You begin by learning to maintain another body, but the skill tree can eventually push the total all the way to five.
You can give your divided bodies actual orders including Follow, Attack, Guard, Stay, Scatter and Regroup.
You can switch your consciousness into another body.
You can merge bodies back together.
You can improve how well they coordinate attacks and how far apart the network can operate.
And eventually you can unlock **Instinctive Transfer**.
If the body you're currently controlling receives fatal damage, your consciousness can automatically move into the healthiest surviving body.
But there is a catch.
If one of your bodies dies, its share of your biological health is gone.
You don't get it back for free.
Splinter is powerful because you can be in several places at once.
It is dangerous for exactly the same reason.
## STORMFRONT HAS BEEN REBUILT
Stormfront received one of the largest power reworks in 3.0.0.
The new version is built around **white lightning**, controlled chaining and extremely fast flight.
Stormfront now uses **Storm Charge**.
Flight and electrical damage build charge, with Lightspeed generating it especially quickly. Stronger abilities then consume that charge.
**White Arc** chains lightning between targets.
**Arc Bind** locks a target down.
**White Surge** delivers a heavier electrical attack.
**Voltaic Shield** gives you a charge-powered defensive layer.
**Static Burst** handles close pressure.
**Judgment Storm** turns stored charge into a much larger area attack.
**Storm Dash** gives the power another mobility option.
And while already flying, holding Ctrl activates **Lightspeed**, pushing Stormfront into meteor-fast movement while leaving a three-pronged white lightning trail behind you.
Wet targets also conduct electricity differently, allowing controlled jumps between targets.
At the top of the kit is **Tempest Execution**.
It spends six Storm Charge, lifts multiple enemies into a white storm cage, chains electricity between them and builds toward the final vertical strike.
The Stormfront skill tree was rebuilt around all of this too, with upgrades for chaining, Storm Charge, Lightspeed, shields and overall storm control.
The old identity was basically replaced rather than patched around.
## COMPOUND V CAN NOW AFFECT MORE THAN PLAYERS
One of the quieter additions in 3.0.0 is also one of the systems with the most potential later.
Compound V can now be used directly on living entities.
Different kinds of creatures have different compatibility profiles, and the result is not guaranteed to be the same every time.
A subject can produce a **Stable** V response.
It can become **Highly Unstable**.
It can produce a **Mutation**.
It can develop a **Mixed Expression**, gaining both a power and mutation.
Or the serum can simply be **Rejected**.
The system tracks things like V exposure, compatibility, stability, power expression, mutation and control.
Different kinds of living creatures can respond differently to the serum.
3.0.0 is the beginning of Compound V being treated like an actual substance inside the world instead of only being a bottle that rolls a player power.
## THE COMPOUND V CONTROL CENTER
Configuration was another thing that desperately needed attention.
3.0.0 now adds a proper **Compound V** button to the game's menu, opening the new Control Center.
Settings are separated into Content, Gameplay, Powers, Visuals, Audio & Subtitles, Accessibility and Advanced pages.
You can search settings directly instead of digging through a file.
Compound V and Temp V rarity can finally be configured separately using understandable options like Common, Uncommon, Rare, Very Rare and Ultra Rare.
There are settings for power damage, cooldowns, progression, flight speed, knockback, power griefing, Cult generation, Blood hunger, Red Thread, Sanguine Swarm presentation, subtitles, voice volume, VFX quality, reduced flashes, reduced motion and more.
There are also **Content Profiles**.
You can run the full mod, focus on The Boys universe content, use Compound V originals only, use external crossover content or build a custom setup.
And there are separate balance presets including Default, Survival, Competitive, Cinematic and Chaotic.
Server gameplay settings are server-authoritative, so a server can actually decide what version of Compound V it wants to run instead of every client quietly doing its own thing.
## THE THING
One thing from 2.2.0 is not coming forward in this build.
The old **The Thing** implementation is gone.
Its old entity, hunting AI, noise investigation, nest behavior, ambience, presence system and exposure system were removed rather than dragged into 3.0.0 unchanged.
That doesn't mean every idea connected to it is dead forever.
It means that version of it is.
I'd rather remove something and revisit it properly than keep an old system around just because it used to exist.
For now, the horror side of 3.0.0 belongs to the Cult of Whispers, the Veiled Witness and whatever exactly you invited into your bloodstream when you drank that golden vial.
## EVERYTHING ELSE
There has also been a lot of cleanup around the rest of the mod.
Rendering has been expanded to deal with the increasingly ridiculous amount of VFX some of these powers are producing.
Existing powers have received fixes and polish across their HUDs, effects, balance and general presentation.
Audio has become a much bigger part of the experience, especially with Stormfront, the Blood Path and Mary.
The configuration system is finally large enough for servers to actually shape the mod around their own rules.
And 3.0.0 moves Compound V from Minecraft **26.1.2 to 26.2**.
But the biggest difference between 2.2.0 and 3.0.0 isn't one specific power.
2.2.0 was mostly about getting a power and seeing what it could do.
3.0.0 is trying to make those powers feel like they actually belong to something bigger.
Compound V itself can interact with living creatures in new ways.
A cult can pull you into an entirely separate progression route.
That route can completely change the way you play.
Your abilities can develop based on your behavior instead of a shard count.
A character can remember what you did somewhere else and bring it up later.
And in one very specific case, the voice in your head can decide that she would rather use the body herself.
That's **Compound V 3.0.0: Cult of Whispers**.
See you in the Veins.
[Discord](https://discord.gg/HZv4y9yU25)
release
The Compound V 2.2.0
2.2.05 авг. 2026 г.70Minecraft: 26.2fabric
Что нового
HEREEEEEEEEEEEEEEEEE IT IS!!!
Compound V Is offically ported to 26.2, more details on discord.[Discord](https://discord.gg/HZv4y9yU25)
release
The Compound V 2.1.0
2.1.015 июл. 2026 г.235Minecraft: 26.1.2fabric
Что нового
# COMPOUND V 2.1.0 — THE VIDEO POWER UPDATE
## THE SIGNAL HAS ENTERED THE OVERWORLD.
Smoke was only the beginning.
Conduits can now hunt down and absorb an entirely new power source: **Video**.
But Video cannot be unlocked through the skill tree or purchased with progression shards. To obtain it, you must first find a rare **Signal Enderman** wandering the world.
Aim at it and hold **Shift** to absorb its Video imprint.
Once the signal enters your body, the world becomes your battery.
Drain Video energy from powered Redstone Lamps, Observers, Jukeboxes, Beacons, Daylight Detectors, Sculk Sensors, and other compatible signal sources. Drained blocks temporarily shut down before rebooting, forcing you to move through the environment and search for fresh energy during longer battles.
Absorbing Smoke or Video energy also changes your currently active Conduit power. Your stored imprints cannot simply be switched through a menu—you must interact with the world and absorb the power you need.
## MASTER THE VIDEO ARSENAL
### VIDEO SURGE
Hold **V** to unfold hard-light wings and launch into high-speed flight.
Your movement follows your camera direction, hitting a wall redirects your momentum into a vertical climb, and further upgrades allow a second Surge before touching the ground.
Video Surge is not ordinary creative flight. It is a fast, momentum-driven movement system built for traversal, escapes, and aerial combat.
### VIDEO GLIDE
Hold **Shift** while airborne to deploy your wings, steer through the air, and limit your falling speed.
Unlock Air Wave and Signal Boost to gain additional lifts, stronger vertical launches, and improved wall climbing.
### VIDEO TORRENT
Hold **C + Attack** to fire a sustained stream of compressed pixels directly along your crosshair.
Torrent has no aim assist and does not use Smoke’s head or body targeting zones. You must keep the signal directly on your enemy.
Continuous contact builds **Signal Lock**.
Hero-aligned Conduits bind and neutralize weakened threats.
Infamous Conduits overload their targets and execute them inside a corrupted Video signal.
### BLOODTHIRSTY BLADES
Mark a target and forge physical hard-light blades that curve through the air, collide with walls, and burst on impact.
Infamous upgrades increase the attack from three blades to five—and eventually seven projectiles capable of retargeting after a missed strike.
### SHROUD OF INVISIBILITY
Press **N** to scatter your body, armour, and held items into pixels for six seconds.
Taking damage or using a heavy attack breaks the Shroud, but specialized upgrades allow careful Hero players to silently subdue their first target without exposing themselves.
## KARMA CHANGES EVERYTHING
Video develops into two completely different combat identities depending on your actions.
### HERO PATH
Manifest the **Radiant Longsword**, a controlled hard-light weapon designed to subdue wounded enemies rather than kill them.
Summon a **Guardian Wingman** that intercepts threats aimed at you or nearby allies.
At the highest level, open the **Radiant Breach**—a massive black Video rift that launches you into the sky, rains nonlethal pixels over the battlefield, and releases angelic projections that protect allies and neutralize enemies.
### INFAMOUS PATH
Manifest the **Demonic Talons**, alternating between brutal claw strikes until your target is ready for execution.
Summon the aggressive **Demon Twins**, later expanding them into the **Unholy Trinity**.
At maximum Infamous karma, tear open the **Hellmouth**—a 20-block Video rift that rains destructive pixels and releases demons into the arena for fifteen seconds to hunt and execute everything in their path.
## A LIVING POWER SYSTEM
Video has its own energy reserve, recovery mechanics, visual effects, sounds, custom animations, virtual weapon slot, Karma branches, summons, and full progression tree.
Below 40% health, stored Video energy can even reconstruct your body pixel by pixel—provided you can avoid taking further damage.
Video sacrifices Smoke’s wide area control in exchange for:
* High-speed digital movement
* Sustained ranged pressure
* Tracking hard-light weapons
* Temporary invisibility
* Aerial combat
* Karma-exclusive melee weapons
* Summoned projections
* Massive rift ultimates
Finding the Signal Enderman is only the beginning.
Absorb the imprint.
Drain the world.
Choose what comes through the rift.
# COMPOUND V 2.1.0 — VIDEO POWER IS OUT NOW
release
The Compound V 2.0.1
2.0.111 июл. 2026 г.50Minecraft: 26.1.2fabric
Что нового
Hotfix for newest powers and power sets.
release
The Compound V 2.0.0
2.0.011 июл. 2026 г.10Minecraft: 26.1.2fabric
Что нового
# Compound V 2.0 — The Research Update
After a long development cycle, we are finally ready to reveal **Compound V 2.0**.
This is not a minor update or a simple collection of new abilities. The entire mod has been rebuilt and expanded into a complete superhero progression, combat, research, mutation, and power-countering experience.
The original release contained only the foundations of Compound V. Version 2.0 introduces **26 core power strains, more than 40 new items, 16 new blocks, dedicated progression systems, skill trees, underground research facilities, experimental V variants, new creatures, custom visual effects, and full multiplayer-oriented power synchronization.**
## A Completely Rebuilt V System
We completely redesigned how Compound V, Temp V, and Pure V work.
### Compound V
Compound V now grants a permanent power from an expanded classic power pool. Every power has its own mechanics, progression path, abilities, strengths, and weaknesses.
### Temp V
Temp V grants a temporary power, but repeated use now carries serious consequences.
Mutation risk increases with each dose:
* The third dose introduces a 25% mutation chance.
* The fourth dose increases the risk to 45%.
* Five or more doses guarantee a mutation.
Your Temp V dose history is saved permanently and continues across server restarts.
### Pure V
Pure V is now fully functional.
Using Pure V will either:
* Overclock an eligible Speedster or Telekinesis power.
* Grant one of the six legendary Pure V strains.
### Unstable V
We added **Unstable V**, an experimental genetic roulette system that replaces your current permanent power.
Unstable V will never give you the exact same power twice in a row. It can produce classic powers, mutations, or—in extremely rare cases—a legendary strain.
Part of your previous progression is preserved as genetic memory shards.
## 26 Core Power Strains
Compound V 2.0 contains three major power categories.
### Classic and Temp V Powers
* Speedster
* Regeneration
* Telekinesis
* Blood Control
* Heat Vision
* Water Life
* Flight
* Starlight
* Teleportation
* Cryo
* Termite
* Resonance
* Kinetic
### Mutation Powers
* Graviton
* Ink
* Phantom
* Bone Control
* Conduit
* Weaver
* Verdant
### Legendary Pure V Strains
* Homelander
* Stormfront
* Godolkin Telepath
* Radioactive
* Immortal
* Chronos
Several powers also contain advanced variants, including **Overclocked Speedster, Overclocked Telekinesis, Golden Heat Vision, and Electrified states.**
## New Legendary Strains
### Homelander
The Homelander strain combines extreme strength, flight, enhanced durability, X-ray vision, regeneration, and a significantly more powerful version of Heat Vision.
Players can grab and throw targets, crush enemies, perform high-speed flight attacks, tunnel through obstacles, and use advanced aerial combat mechanics.
However, zinc and radiation-based suppression can interfere with these abilities.
### Stormfront
Stormfront introduces a complete electricity-based combat system with:
* Chain lightning
* Electric flight
* Arc grabbing
* Static bursts
* Storm Surge
* Storm Call
* Static Shield
* The Tempest finisher
Water conducts and amplifies Stormfront’s electricity, making the environment an important part of combat.
### Godolkin Telepath
The Telepath strain introduces mind-based control and manipulation.
Players can:
* Lock onto minds
* Control targets directly
* Issue attack, defend, or ignore commands
* Control multiple entities through collective orders
* Sense nearby minds
* Protect themselves with a Neural Shield
* Continue through another host under specific progression conditions
### Radioactive
The Radioactive strain includes radiation pulses, charged explosions, nuclear attacks, radioactive punches, and a sustained forward beam.
Radiation can also interfere with or temporarily strip other V-powered targets of their abilities.
### Immortal
The Immortal strain focuses on surviving otherwise fatal damage.
Its progression includes damage resistance, wound recovery, Death Refusal, rebirth, and eventually true immortality.
### Chronos
Chronos gives the player control over time itself.
Abilities include:
* Temporal Rush
* Time Stop
* Future Sight
* Perfect Dodge
* Rewind
* Time-of-day manipulation
## New Classic and Mutation Powers
### Teleportation
Teleport instantly, carry another target with you, phase through enemies, and automatically escape projectiles or critical damage after unlocking the appropriate skills.
Active teleportation may leave equipped armor behind, reflecting the unstable nature of the ability.
### Termite
Shrink into a microscopic form, enter another entity’s body, damage it internally, and force your way back out through rapid growth.
Termite includes a dedicated internal body dimension and unique microscopic combat mechanics.
### Cryo
Freeze enemies using Frost Bolt, protect yourself with Ice Armor, summon Glacial Spikes, and unlock the devastating Absolute Zero ability.
### Graviton
The old Absorbation concept has been completely redesigned as Graviton.
Build Mass Reserve, manipulate gravity, create singularities, launch enemies, generate zero-gravity fields, and call down meteor-like attacks.
### Phantom
The old Chimera concept has been replaced by Phantom.
Phantom specializes in darkness, invisibility, ambushes, Shadow Step, Dread Pulse, Umbral Snare, Eclipse, and high-damage backstabs.
### Conduit
Conduit introduces a complete smoke-based power system inspired by moral choice.
Use smoke as a resource to perform:
* Smoke Dash
* Cinder Shot
* Sulfur Bomb
* Ash Cloak
* Karma Bomb
Conduit also includes a branching karma system. Heroic players can subdue and recover, while infamous players gain access to execution-focused abilities.
### Resonance
Resonance stores Echo energy and uses vibration-based attacks, including Echo Sense, Sonic Cone, and Vibration Pulse.
### Kinetic
Kinetic converts incoming physical impacts into Momentum.
Stored Momentum can be released through enhanced punches, shockwaves, and powerful movement abilities.
### Weaver
Weaver uses Silk as a resource for web tethers, grappling, swinging, cocooning enemies, and wall climbing.
Fire, water, and shears can counter several Weaver abilities.
### Verdant
Verdant gains Sap from sunlight and water.
Use Root Snare, Healing Bloom, and Thorn Overgrowth to control the battlefield. Darkness, fire, and the Nether significantly weaken the power.
## Existing Powers Have Been Rebuilt
Nearly every original power has received major changes.
### Heat Vision
Heat Vision now contains six intensity levels, overheating, cooldown management, block heating, ignition, destruction, furnace interaction, and environmental damage.
We also added a full **Heat Vision Clash system**. When two compatible beams collide, players enter a dynamic push-and-pull battle affected by power level and stamina.
Red and Golden Heat Vision variants have their own clash visuals.
### Speedster
Speedster now includes gradual acceleration, water running, high-speed collisions, obstacle destruction, body-check attacks, advanced movement, and an Overclocked state.
Overclocked Speedsters can create tunnels, pass violently through enemies, and unlock a large tornado finisher.
### Telekinesis
Telekinesis now supports single and multiple targets, directional throwing, disarming, projectile reflection, gravity attacks, clap finishers, and Overclocked abilities.
### Starlight
Starlight can absorb energy from light sources, fly using radiant energy, blind enemies, release energy blasts, overload, and detonate nearby light sources.
### Blood Control
Blood Control now has its own resource system and HUD.
It includes Blood Grip, Rupture, Mass Rupture, Blood Spear, Blood Web, healing abilities, blood sensing, overload mechanics, and execution attacks.
### Ink
Ink includes transformation, anchoring, sinking, dragging targets, corruption, and access to its own pocket dimension.
### Water Life
Water Life now contains ocean reputation, aquatic communication, ocean voices, creature interactions, curses, and ocean wrath mechanics.
### Bone Control
Bone Control includes Bone Form, Bone Spear, Rib Cage, Fracture Step, armor generation, and Shatter Sense.
### Regeneration
Regeneration now includes active wound sealing, improved passive healing, and a Second Chance survival mechanic.
## Power Progression and Skill Trees
Every major power now has its own progression system.
Players gain experience through:
* Using abilities
* Dealing power-based damage
* Defeating enemies
* Performing power-specific actions
Experience increases your power level and grants shards that can be spent in dedicated skill trees.
Press **Z** to open the progression and skill tree interface.
Press **K** to open the contextual power guide for your current ability.
Progression data is stored server-side and persists across dimensions, deaths, restarts, and multiplayer sessions.
## Vought Research and Underground Facilities
Compound V 2.0 introduces underground Vought research laboratories built using a modular structure system.
Facilities can contain specialized experimental wings, including:
* Acoustic testing areas
* Research archives
* Greenhouse laboratories
* Impact testing chambers
* Silk containment wings
Players can discover:
* V samples
* Numbered research notes
* Experimental materials
* Laboratory loot
* Directed V catalysts
Compound V and Temp V can now be produced through a research-based crafting process instead of existing only as isolated items.
## V-Touched Creatures
Rare vanilla creatures can now appear as V-Touched variants.
These include:
* Echo Goats
* Silk Spiders
* Bloom Creepers
* Impact Husks
Each variant has unique behavior and can drop a special genetic catalyst used to create Directed V formulas.
## The Thing
We added a new horror-focused entity known as **The Thing**.
The Thing is not a normal hostile mob. It uses a custom behavioral system to:
* Stalk players through darkness
* Investigate noises
* Avoid and extinguish light
* Hunt isolated targets
* Ambush through vents
* Pounce on victims
* Break through barriers
* Carry captured prey
* Return to its nest
* Learn frequently used hiding locations
Encounters with The Thing also use an Exposure system featuring heartbeats, hallucination sounds, darkness effects, terror messages, and increasing psychological pressure.
Remaining in light, reaching sunlight, and controlling your movement can reduce Exposure.
**Current development note:** automatic containment-facility spawning is not enabled in the present build. The Thing can currently be accessed through its spawn egg or the summon command.
## Zinc and Power Suppression
V-powered players are no longer unstoppable.
We added a complete zinc-based containment system, including:
* Zinc Ore
* Deepslate Zinc Ore
* Zinc Blocks
* Zinc Stairs and Slabs
* Zinc Tools
* Containment Armor
* Zinc-Lined Shield
* Suppression Baton
* Containment Cuffs
* Interference Compass
* Enriched Uranium Socket
Containment Armor reduces incoming V damage. Wearing the complete set also hides the wearer from X-ray vision.
The Suppression Baton temporarily disables powers, while Containment Cuffs can suppress weakened V-powered targets for a longer period.
The Interference Compass detects nearby uncontained V signatures.
An Enriched Uranium Socket creates a large suppression field capable of interrupting active abilities and disabling powers inside its radius.
## New HUDs, Visual Effects, and Audio
We added dedicated HUD systems for nearly every resource-based power, including:
* Blood
* Starlight
* Conduit
* Graviton
* Phantom
* Chronos
* Radioactive
* Resonance
* Kinetic
* Weaver
* Verdant
The update also includes hundreds of new interface textures, particles, sounds, beam effects, electricity effects, finishers, power introductions, tutorials, and synchronized remote animations.
## Multiplayer and Server Improvements
The power system has been rebuilt around server-authoritative validation.
Ability activation, damage, progression, state synchronization, and major visual effects are now handled more safely for multiplayer environments.
Server owners can also configure major systems such as power availability, Temp V behavior, mutation thresholds, progression, experience gain, cooldowns, and suppression mechanics.
## Compatibility Notice
Compound V 2.0 contains major internal changes.
Before installing the update:
* Back up important worlds.
* Remove the old Compound V JAR.
* Do not run both versions at the same time.
* Review your key bindings after launching the new version.
The internal mod ID has changed from `compoundv-mod` to `compoundvmod`.
The old Absorbation and Chimera registry entries have also been replaced by Graviton and Phantom. Existing players using those old powers may require their power to be reassigned after updating.
## This Is Only the Beginning
Compound V 2.0 transforms the original mod into a much larger and more complete experience.
Whether you want to become a legendary Supe, survive the consequences of Temp V, explore abandoned Vought research sites, master a complete skill tree, hunt experimental creatures, or build equipment capable of containing powered players, this update gives every part of the mod a new purpose.
Thank you to everyone who downloaded, tested, followed, and supported the original release.
**Compound V 2.0 is the largest update we have ever created—and the world of Vought is about to become much more dangerous.**
release
The Compound V 1.0.0.26.1.2
1.0.0.26.1.29 июн. 2026 г.39Minecraft: 26.1.2fabric
Что нового
Release version of the mod. Enjoy.