-DDSS2 Patcher 1.12:
-> Login Protection Improvements:
-Fixed a crash during login/world join caused by canceling a non-cancelable Forge event (LivingSetAttackTargetEvent)
-Login protection now prevents mobs from targeting protected players by clearing the mob’s target instead of canceling the event
-Removed reliance on persistent invulnerability to prevent rare “god mode” issues
-Fixed a free first-hit exploit when attacking immediately after login
-Improved movement and rotation detection to avoid false protection loss
-Fixed projectile edge cases (e.g. stuck arrows on protected players)
-Optimized mob target cleanup for better server performance
-> Hyperboxes:
-Fixed Edge-Case Crash: Resolved a server-side NullPointerException that occurred when looking at a Hyperbox Aperture with The One Probe or when connecting pipes.
-Improved Compatibility: Fixed how the block handles "unsided" requests (null direction).
-Better HUD Data: When viewing a Hyperbox with The One Probe, the display will now smartly scan all internal sides to show the maximum available Energy, Fluid, or Item counts, rather than randomly showing an empty face.
-> JourneyMap:
-This patch introduces a fix to resolve performance issues and log spam caused by JourneyMap's interaction with specific modded entities (e.g., Aquaculture, Special Mobs).
-This effectively stops the log spam at the source (by forcing fallback icons for buggy mobs) and hardens the logging engine against crashes (by handling null exceptions safely).
-> Mekanism / The One Probe:
-This update resolves a rare client crash that occurred when looking at Mekanism machines on dedicated servers with The One Probe active.
-This fix specifically targets "Server-to-Client" communication. If you play on a multiplayer server, the stability of your game will be significantly improved.
-Downside is Mekanism<->The One Probe info-bar is now limited on servers to ensure stability. (Singleplayer unchanged and full info)
-> Pneumaticcraft:
-I've completely overhauled the Transfer Gadget (formerly known as Flat Transfer Node) to allow more compact setups with any machine/inventory without needing to use pipes for machine-to-machine automation.
-The logic has been rewritten to support higher transfer rates. Throughput has been increased to 20 items/cycle and 2000 mB/cycle. 1 cycle = 2seconds. (before 1 item and 100mb).
-Includes new "safe-rollback" architecture to guarantee item safety with restrictive inventories and optimised batch scanning to minimise server tick impact.
-> Post-Death Hunger Fixes:
-Prevented visual glitches, snap-backs, and infinite eating during the post-death grace period.
-Strong food items can no longer create weird hunger/saturation states after death.
-Hunger and saturation return to normal behavior once the grace period ends.