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SRP&Wiz core

This mod is dedicated to my modpack, aiming to integrate many independed mods for better gameplay experience, as well as cointaining tweaks/bugfixes

Overview

The glue mod for big 1.12.2 kitchen-sink packs. It fixes the crashes, save corruption and lag spikes you get when a lot of heavy mods share one world: threaded entity ticking, OpenTerrainGenerator, Ice & Fire, Chocolate Quest Repoured and friends. On top of that it adds a few pack-level systems I wanted and couldn't find anywhere else.

Everything sits behind its own switch in config/srpwizcore.cfg. The rule for defaults is simple: crash and corruption guards are on, anything that changes gameplay, worldgen or saved data is off. Some of the off-by-default systems ship with example values from my own pack, so read them before you flip them on.

Despite the name it needs neither Scape and Run: Parasites nor my content mod. It works alongside my other mods (SRP&Wizardry InsaneTweaks, SRP&WIZ Mixins, Corail Tombstone-Addon, Reskill Tweaks) but does not need any of them.

Crash and save-corruption guards

  • Threaded entity ticking. If you run EntityThreading or anything like it, four guards keep it from breaking the game: entity tracking (the classic Exception in server tick loop), sounds played from worker threads, world save data (a race there can silently drop everything after it from the save) and chunk generation started from the wrong thread, which is what corrupts biomes in the first place. The chunk guard has a report-only mode, so you can check whether your setup even does this.
  • OpenTerrainGenerator. In dimensions whose biomes are all remapped, nether fortress and mineshaft generation can't find their biome and take the server down. They now just skip that spot. There is also an option to hide OTG's world type from the Create World screen, for packs that inject OTG dimensions into a normal Overworld.
  • FutureMC. Bamboo generation faults are caught and logged instead of aborting chunk population.

Performance fixes for other mods

  • Doomlike Dungeons. A dungeon that fails to lay itself out no longer throws an error for every chunk it would have covered.
  • Chocolate Quest Repoured. Asking for the nearest structure of a type that's switched off in an OTG dimension answers "nothing nearby" straight away instead of searching for minutes.
  • Defiled Lands. A setting for how fast corruption spreads (the mod itself doesn't have one).
  • Raids-Backport. Each dimension keeps its own raid data instead of all of them overwriting one slot every tick. Off by default, since it changes saved data.

Gameplay fixes

  • Invincibility frames under WorseHurtTimer. WHT stamps a flat value on every hit, so nothing can lengthen i-frames, and the base value for unknown damage sources depends on whatever got hit first in the session. Both are fixed: the base value is deterministic, and worn items can grant longer i-frames again. This is what finally makes Bountiful Baubles' Cross Necklace do what it says. Defaults reproduce WHT's own numbers; /whtdiag shows what's going on.
  • Broken Heart under FirstAid. With FirstAid installed, Bountiful Baubles' Broken Heart never fires at all. It's re-armed as a proper death save: costs one heart container per save (sleeping gives it back), has a floor so it eventually runs out, and a 10-second cooldown so lava doesn't eat every heart at once.
  • Dragon ranged weapons. Ice & Fire's elemental longbows, crossbows and bows put their element on any ammunition, not just dragonbone arrows. Dragonsteel ranged weapons prefer dragon ammo when you have it.

Pack systems (all off by default)

  • Per-dimension Ice & Fire worldgen. A list per structure and ore (dens, roosts, mausoleums, gorgon temples, cyclops caves, myrmex colonies and the rest). Empty lists mean untouched Ice & Fire. Also fixes Ice & Fire tracking "last structure placed" in fields shared by every dimension.
  • Spawn engine. For modded dimensions where the vanilla mob cap stops working and hostiles pile up: population budgets per dimension, creature type, mod and mob, plus a refill rate limit. Comes with diagnostics, so measure first, then configure.
  • CQR × Spartan Weaponry. Dungeon mobs carry Spartan weapons of the right tier, use working crossbows and keep their distance with pikes and halberds. Staff casters get a Wizardry wand. Optional boss-room chest lock, siege digging and attacker cap.
  • Dormant Waystones. Rare surface structures that take you to another dimension and back. Hold the key item and a particle trail points to the nearest one.

Small extras

  • Quieter logs. Drops a few thousand lines of known harmless spam per session (Dynamic Surroundings' startup messages, Dungeon Additions' "marked as removed" warnings, missing-sound and mipmap notices), plus your own regex list. Nothing about gameplay changes.
  • /devspeed (off by default). A tick-rate multiplier for speeding up live tests. Never saved with the world.
  • Wizardry × MoBends casting poses (experimental, client-only, off by default).

Requirements

  • Minecraft 1.12.2, Forge, MixinBooter or Cleanroom.
  • Everything else is detected at runtime and only turns on its own piece: OpenTerrainGenerator, FutureMC, Ice & Fire, Chocolate Quest Repoured, Spartan Weaponry, Doomlike Dungeons, Defiled Lands, Raids-Backport, WorseHurtTimer, Bountiful Baubles, FirstAid, Electroblob's Wizardry, Dynamic Surroundings, MoBends.

Source and credits

Source: github.com/pegek/InsaneTweaks-SRPWiz. Bug reports are welcome on the issue tracker.

Thanks to CleanroomMC for modern mixin support on 1.12.2, and to the authors of the mods this plugs into: PG85 and the OTG team, Alexthe666 (Ice & Fire), the FutureMC authors, Team CQR, ObliviousSpartan (Spartan Weaponry) and JaredBGreat (Doomlike Dungeons).

SRP&Wiz core Team

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