blocklings-neoforge-1.21.1-1.0.5.jar
Curse Maven Snippet
What's new
# **Bug Fixes**
- Tool animations were stretched over the entire block break, so mining hard blocks looked frozen. Swings now run at a fixed 8-tick cadence.
- The glowstone blockling removed and replaced its light block every tick, causing constant flicker. The light only moves when the blockling travels more than 2 blocks.
- Partially chopped logs broke tree detection, leaving trees half-standing. Logs and leaves are now tag-based and a trunk may mix normal and chopped logs.
- Chopped logs dropped nothing, because the block entity was missing from the loot context.
- Blocklings chopped down wooden builds. Stripped logs and full wood blocks are now excluded.
- The take task emptied every container slot and counted whatever came out as the requested item, deleting unrelated items and creating the wanted one out of thin air.
- On Fabric, inserting "into slot N" actually inserted into the whole inventory, corrupting free-space calculations.
- The take task could not use composters or ender chests, unlike the deposit task.
- On Fabric the whistle never renamed itself after binding, even though teleport and sound worked.
- Reading a blockling's custom name without a null check could crash the player inventory tick.
- Actions synced every tick and clients sent packets the server always rejected. Only start/stop crosses the wire now.
- Blockling state was broadcast to every player in the level; it is now limited to players within 160 blocks.
- The block-break overlay was resent even when nothing changed.
- Large-tree searches were quadratic; visited positions now use a hash set.
- Every blockling was named "Blockling", making types indistinguishable. Names now carry the type, e.g. "Obsidian Blockling".
# **Mod Compatibility**
Nothing below is a required dependency. Containers go through the loader APIs (IItemHandler capability on NeoForge, Transfer API on Fabric), so any mod exposing an inventory works without being known to the code.
### Supported through code changes:
- HT's TreeChop
- Falling Tree
- Applied Energistics 2 (+ AE2 Wireless Terminals, Applied Mekanistics)
- Mekanism
- Sophisticated Backpacks / Sophisticated Core
- Create (+ Create: Enchantment Industry, Create Aeronautics)
- JourneyMap, Xaero's Minimap, Xaero's World Map, VoxelMap
- Jade
- Scalable Lux and other lighting/performance mods
### Verified as conflict-free, no integration needed:
- JEI, GuideME, AppleSkin, Jade
- Clumps, ModernFix, EntityCulling, Puzzles Lib, Balm, Architectury API
- Mouse Tweaks, Inventory Essentials
- Waystones, Trading Post, Gravestone, Sable, Diagonal Fences, Leaves Be Gone
- FTB Essentials, FTB Library
- Essential Mod
# **Needs Testing**
Nothing was tested in game; both jars were only compiled. In rough priority order:
- Take task pointed at a Mekanism machine or an AE2 ME interface (biggest behaviour change)
- Deposit and take on Sophisticated Backpacks / barrels
- Chopping a tree with HT's TreeChop installed
- Chopping a tree with Falling Tree installed
- Blockling type names showing on JourneyMap and Xaero's
- Light flicker with Scalable Lux installed
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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