eyemine-26.1.1-neoforge-7.0.0
Curse Maven Snippet
What's new
EyeMine Changelog
Version 7.0.0 - MC 26.1.1 (NeoForge + Fabric)
Major Changes
- Migrated from Architectury to MultiLoader Template - the mod now uses Jared's MultiLoader Template with Java ServiceLoader for platform abstraction
- Upgraded to MC 26.1.1 from MC 1.21.1
- Upgraded to Java 25 from Java 21
- Dropped Forge support - Only NeoForge and Fabric are supported
Build System
- Replaced Architectury Loom with buildSrc convention plugins (multiloader-common, multiloader-loader)
- NeoForge uses ModDevGradle, Fabric uses Fabric Loom 1.16.1
- Gradle upgraded to 9.4.1
Platform Abstraction
- Replaced
@ExpectPlatformwith Java ServiceLoader pattern - Created service interfaces:
IEyeMineConfigService,IInventoryConfigService,IPlatformHelper,NetworkService - Static facade classes delegate to services transparently - no changes needed in calling code
Event System
- Created custom common event bus (
EyeMineEvents) replacing Architectury events - Platform entry points forward native events into the common bus
- Fabric: Custom mixins for key input (
FabricKeyboardHandlerMixin) and screen events (FabricSetScreenMixin)
Rendering
- Overlay rendering uses
RenderPipelines.GUI_TEXTUREDwith ARGB color int for alpha support - In-world dwell visualization now uses
RenderTypes.debugQuads() - NeoForge block outline is now accomplished via
ExtractBlockOutlineRenderStateEvent+CustomBlockOutlineRenderer - Fabric block outline is handled via
LevelRenderEvents.BEFORE_BLOCK_OUTLINE - Fabric HUD rendering done with
HudElementRegistry
Mixin Updates
LivingEntityMixinrewritten to useAttributeModifieronSTEP_HEIGHTKeyboardInputMixinrewritten for immutableInputrecord system; fractional walk speed preserved viamoveVector- this was an internal change from mojang that just didnt work well for what we needed
TitleScreenMixinupdated forextractRenderState()andMatrix3x2fStack- Added Fabric-specific mixins for key and screen event forwarding
Removed
- Forge subproject
- ModMenu integration (commented out pending 26.1.1-compatible release)
Version 6.1.0-alpha.1
New Features
AutoAim (Experimental)
- AutoAim submod: Automatically rotates the camera to face the nearest mob or attacker. Toggle with the
Okey. - Turn speed adjustment: Increase/decrease aim speed with
=and-keys at runtime. - Attacker tracking: When hit, AutoAim attempts to identify and target the source of damage using multiple heuristics (projectile traceback, approaching threats, nearest hostile).
Version 6.0.2
Bug Fixes
Gaze-Based Walking Refinements
Walking now fully stops when gaze is at the on-screen keyboard or outside the window: In 6.0.1, walking was reduced to 15% speed in these cases. After further testing, full stop is the correct behavior — the original "don't stop completely" feedback from Kirsty was about in-game camera pitch (looking up/down hills), not the on-screen keyboard area.
Extreme pitch angles no longer fully stop walking: Looking straight up or down (beyond 80°) now slows movement to 5% instead of stopping entirely. This preserves the ability to navigate hills and look around without losing all momentum.
Dwell Action Improvements
- Dwell actions now suppressed when gaze is at keyboard area or outside window: Prevents unintended dwell-triggered interactions (e.g., block placement, item use) while the user is interacting with the on-screen keyboard.
Version 6.0.1
Bug Fixes
Gaze Detection Improvements
Fixed auto-walking not stopping when looking at keyboard area: The GLFW cursor reset events at position (0,0) were incorrectly clearing the gaze-below-threshold state. The fix now properly detects and ignores these cursor reset events to preserve the gaze state.
Added outside-window gaze detection: Walking now also pauses/slows when gaze is detected outside the game window, matching the original intended behavior.
Walking Behavior Changes
- Walking now slows down instead of stopping completely when looking at keyboard: Per feedback from Kirsty (original developer), stopping completely wasn't intuitive when looking up/down hills. Walking now reduces to 15% speed when gaze is at the keyboard area or outside the window.
Mining and Attacking Fixes
Toggle mining now pauses when looking at keyboard: Per EyeGazeGirl's feedback ("toggle mining meant to stop too"), continuous mining now pauses when gaze is below the hotbar or outside the window.
Toggle attacking now pauses when looking at keyboard: Continuous attacking now pauses when gaze is at the keyboard area or outside the window, consistent with mining behavior.
Keybinding Persistence Fix
- Fixed keybindings resetting on every game launch: The AutoJump module was calling
options.save()andoptions.load()during startup config sync, which could interfere with Minecraft's keybinding loading process. The fix now only persists settings when the user manually toggles them, not during startup.
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