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MilkyWayLib

A Library Mod used for Shared Code between GalaxiHD Projects
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milkywaylib-1.0.3.jar

File namemilkywaylib-1.0.3.jar
Uploader
GalaxiHDGalaxiHD
Uploaded
Oct 7, 2026
Downloads
1.4K
Size
396.8 KB
Mod Loaders
NeoForge
File ID
9089361
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:milkywaylib-1678560:9089361"

Learn more about Curse Maven

What's new

1.0.3

API Changes

  • Added net.galaxihd.milkywaylib.util.DatapackDiagnostics: one place for datapack loaders to report file problems (unknown fields, unknown ids, bad values). Every problem is logged and kept so a command can list it in-game. Each loader clears its own source on reload
  • MobVariantManager, ItemTimerExtenderManager, DatapackKeywordManager, DatapackLootPoolManager and RoomTemplateManager now report through it instead of silently skipping or falling back. Files merge in sorted id order, so replace/last-wins results are deterministic. An unknown item id in a timer extender is now skipped instead of registering Air
  • Added RoomTemplateManager(String folderName, Set<String> extraKnownKeys) so consumers can declare their own extra template fields without them being flagged as unknown, plus DatapackLootPoolManager.knownConditions(...)
  • Added ProceduralChunkGenerator.reloadStamp() and DormantWakeEngine.scanDue(tickCount, entityId, interval)
  • ItemTimerExtenderManager is deprecated: prefer a NeoForge item data map. It still works

Performance

  • ProceduralChunkGenerator's edge cache is now a bounded table (64K slots per world seed) instead of an unbounded map behind a global lock, which grew without limit over long sessions. Generated worlds are identical
  • ContagionSpreadLogic and DormantWakeEngine no longer load chunks while scanning; dormant-wake scans are staggered per entity (same 20-tick cadence)

Fixes

  • Fixed exiting a world hanging forever on the saving screen with Create installed. MultiblockCrackSync read block states without checking the chunk was loaded; a Create drill or saw clearing its crack during shutdown, next to an unloaded chunk, made the server thread wait for a chunk load that never comes (reported by Kwerz). It now skips unloaded chunks

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