File Details
FTB Skies 2: Aero Companion Neoforge 21.1.36
- R
- Jul 16, 2026
- 437.84 KB
- 18.4K
- 1.21.1
- NeoForge
File Name
ftb-skies-2-aero-companion-21.1.36.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
Fixed
- Functional Storage drawers on an assembled airship once again accept items instead of opening their configuration GUI. FS's
Drawer.useItemOndiscards theBlockHitResultit was handed and re-derives the clicked slot viagetHit, which re-raytraces from the player (RayTraceUtils.rayTraceSimple(level, player, 32, 0)); that misses on a sub-level and returns-1, andonSlotActivated(..., -1)opens the config screen.DrawerSlotSubLevelMixinalready recomputed the slot from the real hit, but gated it onSable.HELPER.getContaining(player), which resolves throughSubLevelContainer.getPlot(chunkX, chunkZ)and therefore only answers "is the player physically inside a sub-level's plot region" — not "is the player standing on a ship". The guard now also acceptsgetTrackingOrVehicleSubLevel(player), covering players standing on a deck or riding a seat/console. - Create Redstone Links (and the Aeroworks console/steering wheel that transmits over them) no longer silently fail to register on airship sub-levels, which left a steering wheel turning with the ship unresponsive until a reload. Create keys its link networks by
Levelinstance inRedstoneLinkNetworkHandler.connections, populated from theLevelEvent.Loadhook; for any level not yet in that map,networksInlogged "Tried to Access unprepared network space" and returned a throwawayHashMap, so everyaddToNetworkon it was discarded. Sable sub-levels are created during assembly and their block entities begin ticking immediately, so a console whose first tick beat the sub-level's Load event registered into that discarded map — and becauseConsoleBlockEntity.initialize()is first-tick-only and latchesnetworkRegistered = trueregardless of outcome, it never retried.RedstoneLinkSubLevelNetworkMixinmakesnetworksInlazily create and store the map for an unprepared level instead of discarding it, and makesonLoadWorldskip levels that already have live networks rather than clobbering them. Both sides (the console transmitter and Create'sLinkBehaviourreceivers) share the same first-tick-only registration, so fixing the handler heals both.
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