RLCraftImprovedBackpacks-1.12.2-1.0.12.jar
Curse Maven Snippet
What's new
[1.0.12] - 2026-05-28
- Fixed critical item duplication when breaking a placed backpack.
Root cause: WearableBackpacks calls ItemBackpack.onBlockBreak from multiple code
paths (harvestBlock + breakBlock). Our ASM hook fired both times → two EntityItem
spawns with identical contents → instant item duplication.
Fix: rewritten persistPlacedBackpack now (1) scatters each inventory item
individually and clears each slot, (2) drops the clean backpack (tier + baubles
preserved, stored inventory NBT removed), (3) calls backpack.setStack(EMPTY) as a
double-call guard — any second call sees an empty stack and returns true silently
without spawning anything.
[1.0.11] - 2026-05-28
- Fixed bauble slot regression: GOLD tier dropped from 1 → 0 bauble slots (was
incorrectly carrying over a slot from the old tier order where GOLD was late-game).
Bauble integration now starts at COPPER (1 slot) and continues through BRONZE (1)
and SILVER (1), matching the upgrade progression. DIAMOND and above unchanged (2/2/4).
[1.0.10] - 2026-05-28
- Fixed crash when breaking a placed backpack: NoSuchMethodError BlockPos.getX()I
in WBHooks.persistPlacedBackpack (regression from v1.0.6).
Root cause: pos.getX/Y/Z() compiled with BlockPos as the bytecode owner class.
SpecialSource tsrg maps Vec3i.getX → func_177958_n (declaring class) but not
BlockPos.getX → BlockPos is not the declaring class → call-site not renamed →
NoSuchMethodError at runtime in obfuscated MC.
Fix: cast pos to Vec3i before calling getX/Y/Z so the bytecode owner is Vec3i
and SpecialSource remaps the call correctly.
- Reordered upgrade tier chain: NORMAL → IRON → GOLD → COPPER → BRONZE → SILVER
→ DIAMOND → OBSIDIAN → ENCHANTED. Vanilla materials (iron, gold, diamond, obsidian)
now come before mod-dependent materials (copper, bronze, silver from Ice and Fire /
Varied Commodities), making progression viable in RLCraft instances without those mods.
- Redesigned tier stats to maintain progressive improvement with the new order:
IRON: 9×4, 36 slots, stackCap 64, unstackableCap 2, baubleSlots 0
GOLD: 9×4, 36 slots, stackCap 70, unstackableCap 3, baubleSlots 1
COPPER: 9×5, 45 slots, stackCap 72, unstackableCap 4, baubleSlots 0
BRONZE: 9×5, 45 slots, stackCap 80, unstackableCap 5, baubleSlots 0
SILVER: 9×6, 54 slots, stackCap 90, unstackableCap 6, baubleSlots 0
Diamond and above unchanged. Dynamic tier skip continues to work with the new order:
if Ice and Fire is absent, COPPER/BRONZE/SILVER are skipped and GOLD upgrades directly
to DIAMOND.
- Inventory preview (Shift+Tab) now available from IRON tier (was COPPER).
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