promotional bannermobile promotional banner

Lazy Utilities [Deprecated]

My little Toolbox for my mods

File Details

lazy_utilities-3.2+1.21.1-NeoForge.jar

  • R
  • Feb 27, 2026
  • 859.39 KB
  • 1.1K
  • 1.21.1
  • NeoForge

File Name

lazy_utilities-3.2+1.21.1-NeoForge.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:lazy-utilities-1196825:7687712"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

LazyUtilities – Compact Changelog v3.2

Core – Execution System Refactor

 

Complete redesign of the execution and error-handling system.

Replaced legacy RunnerType and RunnerErrorType with:

  • ExecutionPolicy (RESIST / ABORT)
  • ErrorPolicy (IGNORE_ERROR / DEPURATE_ERROR)

Clear separation between:

Execution behavior

Error handling strategy

Logical side (Client / Dedicated Server) (ExecutionPolicyOnLogicalSide)

Level side (Client / Server / Both) (ExecutionPolicyOnLevelSide)

 

Development environment now enforces fail-fast behavior (no silent critical errors).

Production environment can safely resist failures depending on policy.

Async execution unified under ErrorPolicy.

runOnce system redesigned with consistent error delegation.

Improved exception logging consistency.

Legacy execution methods marked as deprecated (scheduled for removal).

General exception handling optimized.

 

Additionally, a race condition error was fixed.


New – OverlaysUtilities (Client Rendering Utilities)

Added a new client-side utility class for animated GUI rendering.

Supports:

FPS-based animated texture sequences.

Alpha pulsing animated textures.

Alpha pulsing static textures.

Safe texture fallback using internal error callback.

Frame calculation tied to level game time (20 TPS based).

FPS validation (prevents exceeding logical tick rate).

Centralized safe access using ExecutionStatement.

Added helpers for:

Default image rendering.

Centered text rendering.

Buff time formatting.

 

Improved visual stability during rendering and shader usage.


Codex System – Full Reorganization

 

New Unified Interface

Codex system now operates under a common base interface:

ICodex

New / Renamed Interfaces

IArmorCodex → Renders an armor stand with the equipped piece.

ICuriosCodex → Renders the player model with the Curios item equipped.

IEFCodex → Renamed to IInnateSkillCodex

IBCCodex → Renamed to IUltimateSkillCodex

IWeaponCodex

→ Renamed to IRenderableItemCodex

→ Now supports standalone items and generic objects.

 

Fixes & Improvements

Fixed null-value handling issues in Codex processing.CodexTooltip system unified under a single class.

CodexScreen event system unified and reorganized.

 


New Screens

Added:

Curios Codex Inventory (with panels)

Item Codex Inventory (with panels)

 


Skill Event System Changes

Removed legacy Skill Event interfaces for EF and BC.

Replaced with new unified interface:

    • IOnTargetEntitySkillEvent

Event logic formally transferred and consolidated.

Cleaner separation of skill trigger responsibilities.

 


Shader Networking Improvements

 

Added additional packets for server-triggered shader execution.

Introduced ShaderCancelPacket (STC & CTS versions):

Allows soft shader cancellation.

Prevents abrupt visual cuts.

 


General Improvements

 

All debug and logging messages translated from Spanish to English.

Improved internal stability and structural consistency.

Better modularity and future extensibility across systems.