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1.6.0-beta.1
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1.6.0 beta 1
The first release that runs on NeoForge as well as Fabric, plus five fixes.
Meshelium runs on NeoForge now.
Same mod, same settings, same speed. Both loaders are built from one set of code, so neither is an afterthought. Only the handful of lines that start the mod up are different.
NeoForge players: there is nothing to set up.
If you have tried Vulkan on NeoForge before, you have probably seen the game die on startup with an error blaming your graphics drivers. Your drivers are fine. NeoForge shows its own loading screen first, and to draw it, it makes the game window an OpenGL one. Vulkan cannot draw to that kind of window, so the game gives up before it ever reaches the menu.
Meshelium now closes that loading screen in the moment before the game creates its window, so the game just starts. What you will notice: no NeoForge loading screen, and the game window appears a little later than usual. That is the whole difference. If you run OpenGL, nothing changes at all.
Fixed: the mod did nothing if you skipped the main menu.
Jumping straight into a world, with quick play or a launcher's "resume last world", left Meshelium switched off for the entire session without saying so. It was waiting for the title screen before checking whether your graphics card could run it, and if you never saw a title screen, it never checked. It now checks as soon as your graphics card is ready.
If the mod has ever seemed to do nothing for you, this was most likely why.
Fixed: the "switch to Vulkan" offer could disappear for good.
Pressing Enable Vulkan counted as pressing Don't Show This Again. You would only notice if Vulkan then failed to start, because Minecraft quietly puts you back on OpenGL after a crash during startup. That left the mod switched off, the offer already used up, and nothing on screen to explain it. Only Don't Show This Again dismisses that message now.
Fixed: a straight-edged gap in the ground and water behind you.
Terrain went missing in a squared-off bite at the edge of the loaded area, on the side you were moving away from. It was about five chunks deep at render distance 16, and over an ocean it took the water surface with it. Meshelium now draws that ground itself, since the game has already built it.
Fixed: water and glass disappearing while the land stayed put.
With occlusion culling switched on, see-through blocks and solid blocks were being drawn from two different lists. Anything that emptied the first list took the water and left the seafloor behind, and both flying upward and widening your field of view did exactly that. Both now come from the same list.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:7AQRR6lD:oniqyhYo"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:7AQRR6lD:oniqyhYo"
}

