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Create Horse Power - CE

Medieval power for Create: harness horses and other mobs to drive your machines
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Create Horse Power - CE 1.21.1-1.2.3 - NeoForge 1.21.1

File namecreatehorsepower-ce-1.21.1-1.2.3.jar
Uploader
NsTutNsTut
Uploaded
Sep 20, 2026
Downloads
13
Size
1.5 MB
Mod Loaders
NeoForge
File ID
8928492
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-horse-power-ce-1673003:8928492"

Learn more about Curse Maven

What's new

Create Horse Power - CE 1.21.1-1.2.3

Fixed

  • Fixed valid Horse Crank workers being cleared after kinetic network teardown/rebuild when the block entity's cached HAS_WORKER state lagged behind the authoritative world block state.
  • Surviving cranks now keep their worker UUID, durable ownership marker, leash, resolved/eligible state, and generation state when another crank branch is severed.
  • Kinetic reconciliation now reads Level#getBlockState(worldPosition) whenever the crank is attached to a world instead of trusting a temporarily stale block-entity block-state cache.

Regression coverage

  • Added a focused stale-state GameTest proving a valid attachment survives real server reconciliation ticks.
  • Added an end-to-end shared Create-network GameTest: three normal horse cranks sustainably drive 36 mechanical presses; a faster fourth horse pushes the same connected graph into a genuine overstressed state; severing only that crank's shaft branch must rebuild the graph around the three survivors and restore real non-zero network rotation.
  • The branch-loss regression asserts Create network membership plus stress/capacity state, not only each crank's requested generatedSpeed().

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