Dennis C
Dennis C
> We don't maintain binary compat with vanilla as is. As for multiloader devs, ultimately they're already going to have issues with all of these hooks being moved into Fluid....
This applies to sign and hanging sign materials and decorated pot pattern materials, the former two due to `WoodType`s often only being "registered" (it's not an actual registry, it's just...
As mentioned in the PR description, this PR cannot be merged in its current state and neither can a backport on 1.21.1 as the change causes even worse behavior on...
After digging further into this, I've found that the only bulletproof solution is to capture mod loading errors during the initial resource reload and hard-crash to prevent the recovery reload....
Okay, after looking through the PR properly again I finally managed to grasp what the hell the custom sprite source is doing. It looks fine to me in theory. However,...
Documenting this limitation on `TrimmedArmorModel` is probably the best we'll get (and of course mention it in the Neo docs when somewrite writes those for this feature :D). People adding...
I'm not sure this is particularly useful considering you can achieve the same effect with clever usage of existing two-material blocks. If there are two-material blocks missing for certain cases,...
Closing as this provides fairly little benefit at a significant cost of complexity both for the user and in the implementation.
This is caused by an interaction between a network optimization in FramedBlocks and a network optimization in Create. At the moment there is nothing I can do about this, this...
This also happens in singleplayer because this happens on a layer of the networking that is unaffected by the differences between singleplayer and multiplayer. The reason it's persistent like this...