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Biotech

A mod that let you biologically engineer Minecraft.
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Biotech 2.1 - NeoForge 1.21.1

File namebiotech-neoforge-1.21.1-2.1.jar
Uploader
NsTutNsTut
Uploaded
Sep 6, 2026
Downloads
3
Size
348.0 KB
Mod Loaders
NeoForge
File ID
8824460
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:biotech-1119684:8824460"

Learn more about Curse Maven

What's new

Biotech 2.1

Fixed

  • Consolidate byte-identical Java, tests, assets, language data, Patchouli content, and build-time generation infrastructure into shared common, common-legacy, and common-neoforge source tiers; keep per-target sources only where Minecraft/loader APIs actually differ.
  • Share captured-entity sanitization and machine-screen progress/time calculations across all supported targets to reduce behavior drift in otherwise platform-specific UI and item code.
  • Correct Patchouli machine/hatch documentation, add a Machine Basics entry, define a stable guide order, and verify all crafting references and Biotech item/block references resolve on every supported target.
  • Correct resource-pack metadata for each Minecraft family (1.20.1 format 15, 1.21.1 format 34, 26.1.2 format 84.0).
  • Make machine data generation read shared source assets and fail the build on generation errors instead of logging a severe error and continuing.
  • Preserve full captured ItemStack state/components in the NeoForge 26.1.2 Slaughterhouse JEI category.
  • Refresh README, upgrade/recipe documentation, in-game metadata description, project URLs, and add a player-facing CURSEFORGE.md modeled after the presentation quality of NsTut Economy.
  • Fix hand-authored NeoForge 1.21.1 machine recipes that still used 1.20-era fields, replace the removed minecraft:grass item id with minecraft:short_grass, and modernize the Patchouli guide-book crafting recipe to the registered guide item plus patchouli:book data component.
  • Add a cross-target verifier for the six hand-authored machine recipes and include Architectury API in the Forge development/GameTest runtime required by Powah.
  • Migrate all machine processing to NsTut Lib's persisted transactional recipe engine.
  • Prevent duplicate/chance-overrolled/overstacked outputs and NBT-insensitive recipe matching through NsTut Lib 0.8.1.
  • Persist probabilistic item-output decisions with the active recipe so reloads and safe rollback retries cannot reroll results.
  • Roll back partial machine item/fluid input and output commits when a capability diverges during execution.
  • Bridge NeoForge 26.1.2 native ResourceHandler-backed fluid hatches through NsTut Lib's restorable transaction adapter so Greenhouse and every other fluid-processing machine can roll back safely without requiring the hatch itself to be a FluidTank.
  • Replace NeoForge 26.1.2 hatch GUI SlotItemHandler usage with native ResourceHandlerSlot storage so container synchronization never casts ItemResourceHandlerAdapter to IItemHandlerModifiable.
  • Make fluid hatches on Forge 1.20.1, NeoForge 1.21.1, and NeoForge 26.1.2 support arbitrary fluid-capable containers in their GUI and through direct right-click interaction while preserving input/output directionality.
  • Preserve safely rolled-back active recipes and retry capability divergence with bounded backoff instead of failing the server tick.
  • Treat failed transaction rollback as non-retriable corruption and cancel the active recipe rather than risking duplicate output or repeated consumption.
  • Preserve active recipes across chunk/world reloads and pause safely through invalid multiblocks.
  • Recover cleanly when a validated hatch capability becomes unavailable during a machine tick.
  • Consume only the exact remaining FE on the final processing tick.
  • Correct Mixer fluid-output commits.
  • Make input/output item and fluid hatches directional for external automation.
  • Make energy input hatches externally receive-only and synchronize absolute energy correctly.
  • Mark successful FE receive/extract mutations dirty so hatch energy persists across chunk unloads.
  • Restrict network protocol compatibility and scope machine/hatch packets to tracking chunks.
  • Send hatch state only when changed and machine UI state at a reduced cadence.
  • Make fluid packet handling safe during client world transitions.
  • Keep all six machine recipe types and serializers registry-backed before datapack recipe synchronization, with regression coverage for their biotech:* registry IDs.
  • Restore all 13 NeoForge 26.1.2 crafting recipe resources referenced by the Patchouli guide using the modern singular data/biotech/recipe/ path and current recipe JSON schema.
  • Physically migrate NeoForge 26.1.2 hand-authored loot tables to the modern singular data/biotech/loot_table/ path and remove the packaging-time plural-directory remap.
  • Make generated machine recipes reproducible across all supported targets: Forge 1.20.1 retains its legacy recipe schema, while NeoForge 1.21.1 and 26.1.2 generate singular recipe/ data with lowercase item counts and modern fluid id/amount fields. Builds regenerate and verify exactly 59 generated machine recipes before packaging.
  • Add NeoForge 26.1.2 client-item definitions for every Biotech item/block-item so existing models and textures render through the modern client-item layer.
  • Remove client screen classes and reflection from common machine registration.
  • Preserve captured animal gameplay NBT and only consume captured-mob items after a valid successful spawn.
  • Make net-trap capture compile correctly on 1.20.1 and restore the trap if the captured-item entity cannot be spawned.
  • Validate spawn collision for released animals and retain compatibility with legacy captured-animal items.
  • Align build/runtime metadata on NsTut Lib 0.8.1 and require 0.8.1+ within the 0.8.x line on every supported target; NeoForge 26.1.2 specifically needs the corrected keyed MachineBlock constructor.
  • Make CI build against the exact coordinated NsTut Lib source revision through local Maven instead of depending on JitPack availability.
  • Fix NeoForge 1.21.1 GameTests by generating a deterministic biotech:empty structure at build time instead of relying on loader-owned test templates that are not shipped by that target.
  • Fix Forge 1.20.1 GameTest discovery by packaging a deterministic iotech:empty structure, require at least five real Biotech tests, and verify generated plus hand-authored machine recipes resolve at runtime.
  • Add GameTests for sided hatch IO, active transaction persistence through structure invalidation/reload, and registry-backed machine recipe types alongside unit/build regression coverage.
  • Remove obsolete development dependencies, local Maven/runtime artifacts, and old ForgeGradle/Mixin configuration.

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