
Sinborn Odyssey 2
Start cozy, cook through 250 foods, study the scrolls of the dead, walk 17 ages, hunt 9 fallen civilizations, forge the 12 Eyes, eat the dragon, AND CONQUER!!!
Sinborn Odyssey 2 1.4.2
beta26 апреля 2026 г.💥 WHAT'S NEW SINCE v1.3.9 💥
🆕 NEW MODS
- 🐎🛞 TROTTING WAGONS — actual horse-drawn rideable wagons. Armored, conestoga, royal. Whip cracks and all 🤠
- 🥊⚔️ GALLANT GAUNTLETS — punch your way through endgame with iron → netherite gauntlets. PUNCH. THE. DRAGON.
- ⏳🟩 STATUS EFFECT BARS — duration timers under every effect icon. No more guessing when potions wear off
- 💫✨ SUBTLE EFFECTS — back from the dead. Axe stripping sparkles, water bucket steam, item rarity glows, the works
- 🛡️ MODERNFIX CONFLICT NUKED — patched the mixin breaking deferred registries. Half a year of ghosts squashed in one config line 🩻
🧹 REMOVED
- 🍎💀 Wizard's Delight — was crashing the server every time someone ate an apple
- ✂️ Gobber 2 + Gobber Delight — vibes-based decision
- 🪦 mcqoy — RIP
🌍 WORLD GEN OVERHAUL
- 🛤️🌿 NATURAL DIRT TRAILS between villages — no more concrete highways across your forest
- 🏰🏘️ VILLAGES 50% DENSER — civilizations actually feel populated now
- 👑 LUKI'S GRAND CAPITALS — finally connect to the road network 🗺️
- 🐒🌴 MOWZIE MONKEYS spawn in modded jungles too (Terralith, BoP, all of em)
🥶💧 SURVIVAL
- 🏜️ Cold Sweat × Desertification — water actually cools you in deserts. Finally. 🥵→😌
👁️ EYE HUNT REWORK
- 🌑 ROGUE EYE demands BOTH death AND rebirth fragments. No more shortcuts.
- ⚫ BLACK EYE — rebuilt as a clean cross. Withered spider eye 🕷️ + 2 dragonsteel ⚡ + cockatrice eye 🐓 + rift 🌀
- 🔒 ALL 29 EYES locked behind The Rotational Codex — Mechanical Crafter prereq before recipe = visible
🎨 UI / QoL
- 📜 Stylish Effects on the right, JEI shrunk a bit to share the space
- ⌨️ 253 keybinds bundled — your loadout transfers clean
- 🗺️ Stronghold Map drops in cartographer house / woodland mansion / fishing — find the portal without burning eyes
🚨 THE BIG ONE
- 🛜 MULTIPLAYER WORKS — Status Effect Bars channel handshake fixed. Server connections clean. Squad up. 👥
Sinborn Odyssey 2 1.4.1
alpha26 апреля 2026 г.🔧 Sinborn Odyssey 2 — v4.0.5 Hotfix 🔧
🩹 Fixed
- 🔌 Status Effect Bars Reforged — fixed
mismatched mod channel listdisconnect when joining servers. Mod was flagged client-only but registers a network channel; now correctly bundled both-side so server handshake succeeds. ✅
🌐 Server Compat
- 🛜 Updates v4.0 — players on dedicated servers can now connect without the duration-bar mod kicking them out
No new content. No mod adds/removes. Same as v4.0 in every way except the side-flag fix.
Sinborn Odyssey 2 1.4.0
alpha26 апреля 2026 г.🌌 Sinborn Odyssey 2 — v4.0
Covers everything since v1.3.9
✨ New Mods
- 🐎 Trotting Wagons — rideable wagons (armored, conestoga, royal) with horse whip; gated to The Long Road scroll
- 🥊 Gallant Gauntlets (via Sinytra Connector) — iron/gold/diamond/netherite gauntlets; gated to Warrior's Codex
- ⏳ Status Effect Bars Reforged — duration bars under status effect icons
- 💫 Subtle Effects restored — wasn't actually the source of past crashes after re-check
🗑️ Removed
- ❌ Wizard's Delight — caused server crashes on plant-food consumption
- ❌ Gobber 2 + Gobber Delight — design call
- ❌ mcqoy — leftover causing crashes
🛠️ Server Stability
- 🖥️ ETF / EMF / Particle Rain flagged client-only
- 📦 Iron's Spells: added missing
irons_libdependency - 🪞 Shoulder Surfing × Create mixin crash fixed (client-only flag)
- 🔄 11 mods reverted from accidental client-only flags after network channel mismatch
- ✅ Full audit pass on all 23+ client-only side flags
- 🌫️ Distant Horizons: kept on, generation disabled to prevent multi-dim server hang at 9% spawn prep
🌍 World Generation
- 🛤️ RoadWeaver reset to defaults — natural dirt-path roads connecting villages
- 🏘️ Structurify global spacing 1.5 → 0.7 — villages and structures now ~50% closer (denser civilizations)
- 🏰 Luki's Grand Capitals — tagged as
#minecraft:villageso RoadWeaver, Antique Atlas, and cartographer maps recognize them as villages - 🐒 Mowzie's Elokosa monkeys — added
forge:is_jungleso they spawn in modded jungles (Terralith, BoP, etc.) instead of vanilla-only
🥶 Survival
- 💧 Cold Sweat × Desertification fix — desert biomes now properly cool you in water (-80 / -75 / -85 waterTemp on
desert:desert,desert:desert_rainy,desert:desert_trees)
👁️ Eye / End Remastered
- 🌑 Rogue Eye recipe redesigned — both
fragment_of_deathANDfragment_of_rebirthrequired; only DNL serpent drops remain swappable - ⚫ Black Eye recipe redesigned — cross layout, no swappables: 1× withered_spider_eye, 2× dragonsteel_lightning_ingot, 1× cockatrice_eye, 1× rift
- 🔒 All 29 eye items locked behind The Rotational Codex — prevents finding an eye scroll without Mechanical Crafter access
🎨 UI / QoL
- 📜 Stylish Effects moved to right side, INVENTORY_COMPACT renderer (avoids curios sidebar overlap)
- 📚 JEI ingredient grid trimmed to 10 columns to share space with status effects
- ⌨️ 253 keybinds bundled in options.txt
- 🗺️ Stronghold Map clarified — drops in cartographer house (10%), woodland mansion (6%), fishing treasure (3%); reveals nearest stronghold coords on pickup
⚠️ Known Risks
- 🪛 Gauntlets is a Fabric mod via Sinytra Connector — untested on dedicated servers. If your server crashes on first boot with v4.0, just delete
gauntlets-1.0.0.jarfrom server mods and reboot. Singleplayer keeps it. - 🗺️ Antique Atlas marker placement bug shelved (Surveyor API mismatch on the only patched version) — atlas viewing/exploration still works.
Sinborn Odyssey 2 1.3.9
alpha25 апреля 2026 г.🔥 Sinborn Odyssey 2 — v1.3.9 (Alpha)
We tracked the server hang. It was Distant Horizons. Pack has 10 dimensions, DH spawned a chunk-gen queue + worker threads for each, deadlocked the main server thread mid-spawn-prep. Caught it on a thread-level diagnostic. v1.3.9 boots clean.
💀 What we killed
- 🌅 The 9% spawn-prep hang — Distant Horizons 2.4.5 was initializing
DhServerLevel,BatchChunkGenerator, andWorldGenerationQueuefor every dimension at boot (overworld, nether, end, plus 7 modded dims). The server's main thread froze during spawn-area generation right after dimension init. Players got "Server is still starting!" forever. Spark profiler couldn't even sample the main thread because it was so locked up. Killed by flagging DH client-only in the manifest.
🛡️ What changed
- 🌐 Distant Horizons 2.4.5 flagged
server: unsupported. Server install no longer pulls DH. Clients still get DH — they generate LOD locally based on their own exploration. Multiplayer LOD-sync is reduced (server can't push pre-explored LODs), but everything else works exactly as before - 📦 The pack now has 10-dimension friendly server boot. Spawn prep should complete in ~60 seconds instead of hanging forever
🧹 Under the hood
- 💾 Save-compatible — pure manifest env flag change
- 🔄 No content changes, no new mods, no balance shifts
- 🎯 Net effect for player: minor LOD detail loss in multiplayer (singleplayer unchanged)
- 🚀 Server boot time drops from infinity to ~60-90 seconds spawn prep
🔬 How we diagnosed it
- Server stalled at 9% spawn-prep for 30+ minutes after upload
- Spark async sampler started timing out → main thread dead-locked
- Pulled log entries between 10% spawn-prep and first spark timeout
- Found Distant Horizons spawning chunk-gen queues for 10 dimensions in the gap
- Confirmed by deleting DH from server → boot succeeded
- Locked it in for v1.3.9 with the proper env flag
If you were on v1.3.8
- Client players: update normally — your client still installs DH for visual LOD rendering. Distance you can see in singleplayer/exploration unchanged
- Server hosts: reinstall v1.3.9 — server install skips DH automatically. Spawn-prep finishes in 60 seconds for the first time today
What this means for the pack
The 10-dimension count was the breaking point — DH was designed for 1-3 dimension packs. This is the kind of latent issue that only surfaces on heavy modpacks like Sinborn. Now permanently dodged.
Sinborn Odyssey 2 1.3.8
alpha25 апреля 2026 г.🔥 Sinborn Odyssey 2 — v1.3.8 (Alpha)
v1.3.7 got the server stable. v1.3.8 fixes the client crash that hit you the moment a sleeping entity was nearby.
💀 What we killed
- 😴 The Subtle Effects snore-particle NPE — Subtle Effects v1.13.2 referenced a particle (
entity.player.snore) that wasn't registered. Any time an entity tried to sleep near you, your client crashed withRegistry Object not present. Killed by updating the mod.
🛡️ What changed
- 📦 Subtle Effects 1.13.2 → 1.14.2 — author fixed the snore particle registration in v1.14.0+ (also got Lootr chest-open sound spam fix as a bonus)
🧹 Under the hood
- 💾 Save-compatible — pure mod version bump, no manifest env changes
- 🔄 Server doesn't need a reinstall — Subtle Effects is
server: unsupported(correctly), so this is a client-only update - ⚡ One JAR swapped in the manifest, everything else identical to v1.3.7
If you were on v1.3.7
- Client players: update to v1.3.8 — your client downloads the new SubtleEffects JAR. Sleeping entities no longer crash you
- Server hosts: no action needed — server install is unchanged
What's working as of v1.3.8
- ✅ Server boots clean (verified post v1.3.7)
- ✅ Client connects (verified — you got Atlas in inventory before the snore crash)
- ✅ Voice chat works
- ✅ Starter items KubeJS fires correctly
- ✅ Entity ticking no longer NPEs on sleeping mobs
- ✅ Server stays up
