Tags
Creators
Details
1.16.5-3.1.0.0
Compatibility
Changes
One ValkyrieLib for every mod on 1.16.5. It has everything in 3.0.9.5, which it updates, and everything in 3.1.0.0 for 1.15.2, so the mods built on either run in the same game.
Update every mod that uses ValkyrieLib along with it. Forge won't start the game with releases made for 3.0.9.5, and says which mods to update. Simple Generators 3.0.9.2 gets past that check, and the game then stops at launch with a NoClassDefFoundError for com/valkyrieofnight/vlib, so update it to 3.1.0.0 as well.
New
- The Digital Guide, an in-game guide to the mods built on ValkyrieLib. Players get one when they first join;
first_login_guide_spawninconfig/valkyrielib/guide/guide.jsonturns that off. - Mods can share structure frames, panels, lightning rods and solar cells, so Environmental Tech Legacy's parts work in the structures of Environmental Core, Environmental Tech and Environmental Energy, and theirs in its.
Changes
- Auto asks before it changes the world, so claim and protection mods can refuse it. A refused block is left as it was, and its item comes back.
- Auto's Build leaves whatever is standing in an IO spot and tells you, rather than replacing it with no drop.
- Auto's Break takes only multiblock parts and ghost blocks, not everything in the footprint. Break and Build still clears the way.
- Auto's Build says when it's finished, and Preview has its own icon.
- Auto's Build marks IO and modifier spots with ghost blocks, showing what you're carrying, or a null block if you have none. It doesn't use them up.
- A controller's screen closes when you go more than 8 blocks away, as vanilla's do, and only a player with a machine's screen open can change its settings.
Fixes
- One bad file in a datapack no longer stops a server starting. It's skipped and named in the log, and the rest loads.
- A typo in a JSON config no longer resets the file. It's left as you wrote it, the log says which file it couldn't read, and that file's settings use their defaults until it's fixed.
- Pressing Auto on a controller with no structure no longer crashes the server.
- Build on a formed machine no longer stops it until you log off, and Break and Build on one now rebuilds it.
- Preview's ghost blocks and cave air no longer stop a build.
- A refund gives back one item, not one for each matching stack.
- Esc on the Auto screen no longer leaves your inventory ignoring clicks.
- Multiblocks no longer fall apart when a part's chunk reloads.
- A multiblock that can't form no longer sends a stream of updates to players nearby, as it checks every part before it claims any.
- Two multiblocks built over the same frames no longer take them from each other at a restart. The one that was formed stays formed.
- Auto only does what its screen offers, however it's asked: no building sideways, and no breaking a formed machine the wrong way round.
- A tall flower or plant in the way of Break and Build drops once.
- The game no longer stops at launch now and then with "Component with id … is not registered".
- Guests in a LAN game get machine recipes.
- Config sections inside other sections are no longer erased on the second launch.
- A setting outside its limits is brought back within them on every launch, not only the first.
- Recipes that prefer one mod's item from a tag show the same item on a server's clients as on the server.
- A machine's rate settings are saved as soon as they change.
- Servers no longer accept recipe data from clients.
- A multiblock's chunk unloading no longer loads its controller's chunk.
- Clicking a frame far from a large multiblock's controller keeps its screen open, and Auto works from there: you only need to be near the structure.
- Resizing the window with a side menu open keeps it open, with your changes.
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:58d5Rm2F:caGXqVJY"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:58d5Rm2F:caGXqVJY"
}
