blib-resurrection-neoforge-1.21.1-0.3.12.jar
Curse Maven Snippet
What's new
READ THIS FIRST
- The jar has a new name:
blib-resurrection-<loader>-1.21.1-0.3.12.jar. If you install by hand, delete the oldblib-...jar first, or the game finds BLib twice and will not start. The CurseForge and Modrinth apps handle this for you when updating. - Update BLib together with AVP Alien, AVP Human and AVP Predator. Their new versions are built against BLib 0.3.12, and older versions of those mods may not run with it.
Game Breaking Changes
None this release. Nothing is removed, and world loading is unchanged.
New
PATHFINDING
- Mobs can plan a leap across a gap of 2 or more blocks to a ledge on the other side, and leap further after a straight run-up. Off unless a mod turns it on.
- Mobs that dig can tunnel a staircase up toward a target above them. Off unless a mod turns it on.
PERFORMANCE TOOLS
/blib perf start <seconds>(operators): times the server and writes a full report tologs/blib-perf/, by mod, mob type, single mob, block entity, AI goal, action, sensor and path search./blib renderprofiler(by Azure): times client animation and model rendering.- Game rules to switch each AI and pathfinding optimisation in this release on or off, all on by default:
blibGoapSensingOptimizations,blibGoapFinishGuarantee,blibGoapErrorIsolation,blibSenseCacheFixes,blibPathPartialBackoff,blibPathChaseBudget,blibWanderFailurePause,blibMoveToPosResultFix,blibPathCacheReuse,blibPathFailedSearchCap.
ANIMATION (AzureLib ports, by Azure)
- Animation layering: blend modes, bone masks, weights and fades.
- Animation sequences with timed events, and keyframe memory between animations.
- AzureLib's Molang functions and queries.
- Separate first person and third person item animations.
- Distance based level of detail for animated models, off unless a mod enables it.
- Glow coverage: glow layers skip faces with no glowing pixels.
- Item animations synced from server to client, and item renderer templates for display transforms.
COMPATIBILITY
- Armor from GeckoLib mods, and other mods' custom armor models, now draws on BLib-animated mobs.
- Predator vision works with Veil based mods such as Sable.
Changes
PERFORMANCE
- Path searches never load or generate chunks any more: unloaded ground counts as a wall. This removes long server freezes in packs with C2ME or heavy world generation.
- AI with nothing to do plans every 4 ticks instead of every tick, staggered across mobs.
- just-goap 0.4.1: sensor results are reused within a tick and refresh on a timer.
- Path caches patch around nearby block changes instead of rebuilding, and are reused between a mob's searches.
- Only one background path search runs per mob; a replaced search stops at once.
- Repeated failed path searches get smaller, with a full retry every so often.
- Chasing a far target re-plans less often. Close targets are unchanged.
- A wander with nowhere to go pauses instead of retrying every tick.
- A mob stuck at the end of a partial path rests before asking again.
RENDERING
- Bone updates skip bones that have settled at rest, about 8x cheaper on large models in testing.
- Bones scaled to zero are not drawn, nor are their children.
- Glowing layers render at full brightness, and emissive render types use the lightmap (by Azure).
- Per mob vision shader values are written to the exact shader program.
- GeckoLib now comes from the Modrinth maven, not a bundled jar (by Azure).
Bug Fixes
AI AND PATHFINDING
- Move actions no longer report success when no path was found.
- Replaced or abandoned AI plans now always run their clean-up.
- One mob's AI error no longer breaks the AI tick; it is logged once and that mob's plans are dropped.
- Entity sensing: item searches refresh properly, and class searches no longer return duplicates.
- Terrain caches no longer survive a server stop.
- Block break progress no longer sends a packet for every block change in the world.
- AI debug packets are no longer sent for every mob every tick with debug rendering off.
ANIMATION
- Models no longer flash a T-pose for one frame when an animation starts or a transition ends.
- Fixed a one frame stall at the end of animation transitions.
- Animation commands sent before a mob, block or item is first drawn are now queued and played (up to 32, for 10 seconds).
- Animated items no longer freeze in their rest pose after a resource reload.
- A bone reset time of 0 no longer breaks bones.
- Item animators are released once unused for 30 seconds.
- Animated textures no longer leak memory on reload. Glowmasks no longer break when another mod replaces an animated texture or vanish after a reload, and resource pack animations show without a restart.
VISION AND SHADERS
- Entity shaders keep their vision outputs after F3+T with a shader pack on.
- Vision values no longer go stale after shaders reload or a pack is switched.
- The vision mask no longer breaks after a shader pack is switched off and on.
- Another mod's OpenGL error no longer turns off the depth snapshot for the whole session.
PROFILER
/blib perfno longer crashes the server when another mod's block entity has no position.
Removed
Nothing.
This mod has no additional files

