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MesdagPortLib

To port mod from a version to another version

MesdagPortLib

A forward-porting library that brings modern Minecraft (1.21+) API features back to Forge 1.20.1. Think of it as a bridge that lets mod developers use NeoForge-style APIs while targeting the stable 1.20.1 Forge ecosystem.


✨ Key Features

♜ 17 New Player & Entity Attributes

All networked and synced automatically. Each attribute has a sentiment indicator ( positive/neutral/negative) with colored tooltips:

Attribute Default Description
player.block_break_speed 1.0 Block breaking speed multiplier
generic.burning_time 1.0 Burning time multiplier
generic.explosion_knockback_resistance 0.0 Explosion knockback resistance
generic.fall_damage_multiplier 1.0 Fall damage multiplier
generic.flying_speed 0.4 Creative flight speed
generic.jump_strength 0.42 Jump height
generic.max_absorption 0.0 Maximum absorption health
player.mining_efficiency 0.0 Mining speed modifier
generic.movement_efficiency 0.0 Movement efficiency
generic.oxygen_bonus 0.0 Underwater breathing bonus
generic.safe_fall_distance 3.0 Safe fall distance
generic.scale 1.0 Entity scale (0.0625 ~ 16.0)
player.sneaking_speed 0.3 Sneaking movement speed
player.submerged_mining_speed 0.2 Underwater mining speed
player.sweeping_damage_ratio 0.0 Sweeping edge damage ratio
generic.water_movement_efficiency 0.0 Water movement efficiency
player.creative_flight false Boolean: enable creative flight

Attributes are automatically added to all living entities via PortEntityAttributeModificationEvent.

📊 Data Map System

A JSON-driven data system ported from 1.21 — attach typed, codec-backed values to any registry entry:

  • Data-driven — define values in data/<namespace>/data_maps/ JSON files
  • Tag & conditional support — apply to tags, use conditional predicates
  • Merge & remove — multi-source merging with removal strategies
  • Network sync — automatic client-server negotiation and sync

Built-in data maps:

  • Compostables (portlib:compostables) — override compost chances and villager behavior
  • Furnace Fuels (portlib:furnace_fuels) — define custom fuel burn times

📦 Data Component System

Type-safe persistent data on ItemStacks, modeled after 1.21's data components:

  • Codec-based persistence + StreamCodec-based network sync
  • Patch-based partial updates
  • PortModifyDefaultComponentsEvent for setting default components

🔗 Attachment System

NeoForge-style data attachments for entities, block entities, and levels:

  • Serializable attachments with copy-on-death support
  • Per-player sync with StreamCodec
  • Level attachments persisted to save data

🎯 220+ Ported Events

A comprehensive event system wrapping Forge events into a clean, caller-isolated API:

  • Player (34): PortPlayerHeartTypeEvent, PortSweepAttackEvent, PortCriticalHitEvent, PortArrowLooseEvent, PortItemTooltipEvent, PortAnvilRepairEvent, PortTradeWithVillagerEvent, etc.
  • Living Entity (33): PortLivingShieldBlockEvent, PortLivingIncomingDamageEvent, PortLivingDrownEvent, PortLivingUseTotemEvent, PortMobDespawnEvent, PortBabyEntitySpawnEvent, etc.
  • Client (60+): PortRenderLevelStageEvent, PortRenderTooltipEvent, PortRenderHandEvent, PortRenderArmEvent, PortRegisterGuiLayersEvent, PortRegisterKeyMappingsEvent, PortComputeFovModifierEvent, PortSelectMusicEvent, etc.
  • World/Block/Item: PortBlockDropsEvent, PortExplosionKnockbackEvent, PortPistonEvent, PortItemExpireEvent, PortChunkWatchEvent, etc.
  • Brewing/Enchanting: PortPotionBrewEvent, PortEnchantmentLevelSetEvent
  • Village: PortVillagerTradesEvent, PortWandererTradesEvent

Events are dispatched on the caller mod's own event bus, keeping mod isolation clean.

🌐 Network System

  • Bundled packets — multiple logical packets in one physical message
  • Rich send targets (tracking entity, tracking chunk, dimension, near players)
  • Registry-aware FriendlyByteBuf extensions
  • VarInt/VarLong/UTF-8 codec utilities

🧩 Interface Injection

45+ vanilla classes gain new methods through interface injection + coremods:

  • Holder<T>is(), getKey(), getRegisteredName(), getData()
  • ItemStacksetData(), getData(), data component manipulation
  • LivingEntitygetAttribute(Holder<Attribute>), removeEffectsCuredBy()
  • Registry / IForgeRegistry → extended lookup methods
  • Entity / Player / Block / Item → various extension methods

🏷 Common Tag Generation

c: namespace tags (chests, cobblestones, ores, sands, storage_blocks, etc.) for cross-mod compatibility.


🎮 For Players

PortLib itself adds no gameplay content — it is a library mod. Install it if another mod requires it. You will see 17 new attributes on your player and entities, but they only take effect when modified by other mods.

The MesdagPortLib Team

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