Create Horse Power - CE 1.21.1-1.2.3 - NeoForge 1.21.1
Curse Maven Snippet
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_WORKERstate 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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