blib-res-neoforge-1.21.1-0.3.6-fork.jar
Curse Maven Snippet
What's new
BLib 0.3.6-fork
A fix release. Update this alongside AVP (Predator) — the two halves have to match.
Fixed
- BLib could stop the game launching entirely when Iris and Sodium were both installed. Version parsing choked on the build tag those mods ship in their release versions, and it threw during mod construction — so nothing loaded and BLib was named as the culprit in the crash report. Anyone on a release build of either mod was affected; beta builds happened to slip past it. A mod's version string can no longer take the game down whatever it looks like.
- A diagnostic left over from testing was shipping in every build. It was reading a pixel back from the graphics card once a second on the render thread and writing a line to your log, for as long as a vision was active. It's now off unless deliberately switched on.
- The sun was bleeding into the thermal classification. Blending is set per-render-target in OpenGL, but the game only ever sets it globally — so drawing the sun, moon and sunrise blended into the auxiliary buffers the vision modes read, corrupting them. That produced a warm band along the horizon that dragged when you moved the mouse, glowing patches where there was no heat, and a general frame-rate cost underground.
- A second mod's rendering could hijack the depth capture. BLib assumed the game had left its own framebuffer bound; anything that hooks the same point — Polytone does — could leave a different one bound and BLib would silently capture the wrong one. Now bound explicitly and restored afterwards.
- Rain and snow read as warm. The game draws weather with the particle shader, so falling water was picking up particle heat and streaking across the sky in every storm. Rain now attenuates what's behind it instead of painting over it.
- You can see heat through water now. Fish, squid and anything else below the surface read correctly from above. Glass and ice keep their own reading rather than showing the sky behind them.
- Furniture no longer shows on electromagnetic vision. Chests, beds, signs, banners and shulker boxes are drawn by the game with entity render types, so they were being classified as creatures and lighting up.
- A server could freeze for up to forty seconds in a single tick. Long-distance pathfinding pre-loaded every chunk between start and destination, generating any that didn't exist yet, on the server thread — and the area grows with the square of the distance. Now bounded.
- Hardened chunk storage against multi-threaded chunk loading. Mods like C2ME move chunk work onto worker threads; the internal maps weren't built for that. No behaviour change, but a whole class of intermittent freeze is now impossible.
Changes
- The Iris/Sodium mismatch warning has been removed. It was wrong in both directions — it crashed players on release builds and told players on working setups their game would probably crash.
Known Issues
- Shader packs disable the vision modes. Iris replaces the entire rendering pipeline, so the effects stand down rather than corrupting your screen. The keybind and sound still fire, which makes it look broken — it isn't. This is being worked on and it's the next thing on the list.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

