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- Entity system: ValueOutput/ValueInput for save data, new dropItem/survives signatures, direction field access via getters, synched data builder pattern - Rendering: EntityRenderer<T,S> with RenderState, submit() replacing render(), SubmitNodeCollector replacing MultiBufferSource, RenderType -> RenderTypes - GUI: renderContents replacing renderWidget, Matrix3x2fStack replacing PoseStack, new blit() UV signature, DynamicTexture requires name supplier, Permissions API - Networking: level().getServer() replacing getServer(), isClientSide() method - Registration: ResourceKey-based entity building, getValue() on registries, Codec-based resource loaders, lambda EntityRendererProviders - Resources: new item model dispatch JSON files, updated recipe ingredient format, accesswidener cleanup - NeoForge: PacketDistributor -> ClientPacketDistributor, AddReloadListenerEvent -> AddServerReloadListenersEvent, remove @EventBusSubscriber bus argument, remove additionalRuntimeClasspath from Gradle build - Build: bump Gradle 9.3, Fabric Loom 1.15, Fabric API 0.141.3+1.21.11, Fabric Loader 0.18.4, NeoForge 21.11.38-beta, NeoForm 1.21.11-20251209.172050, Parchment 2025.12.20, Fzzy Config 0.7.6+1.21.11, ModMenu 17.0.0-beta.2, Minecraft 1.21.11
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Force-pushes cutely. Should work on NeoForge now, hopefully! No more broken build scripts. |
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I'm running a little SMP with a custom modpack, and I wanted to have this mod on Fabric 1.21.11. I took the liberty of painfully porting it to 1.21.11 and I'm creating this WIP pull request to upstream these changes. I'm not experienced with Forge/NeoForge or the original Gradle setup with subprojects, so I'm not sure how to approach getting the NeoForge side of things building. See the b609320 commit message for the nitty-gritty details, but it boils down to just changing a bunch of class names and fixing a bunch of code to use new method signatures. Although, rendering needed a number of fixes, and I had to change some initialization code so that it ran in the right order.
Feel free to mess with it and use these changes however you see fit. If you have time it'd be awesome if you could direct me on how to get NeoForge builds working.