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0.21.0
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Required content
Changes
- Add Italian, & Ukrainian from Humans
- Add File Info for when you are browsing Sponge and Vanilla Structure files.
- fix: InfoOverlay getting confused with the ClientWorld
- feat/fix: add switchable AO Processor config,renderAOModernEnabled in order to disable / enable the 'new' AO Processor code; or continue using the older code from 2018 without the "Shadows" that it creates in between block layers.
- fix: Info Overlay not being able to see Empty Block Entities.
- Update Chinese lang files, thanks to @DreamingLri and @snowlinouo, and @zly2006
- feat: renderInfoOverlay Hotkey is now defaulted to allow an Empty Keybinding to match the Config Comment; this allows you to 'empty' the key bind, and have Info Overlay to always be active.
- Includes Config Gui Registration code
- fix: Easy Place Protocol not applying all possible rotation Directional Block States.
- fix: Easy Place V3 for AXIS BlockStates; meaning this fixes Logs, Froglights, Basalt, Hyphae, etc.
- fix: The Info Overlay within the Materials List sometimes gets overwritten by the Ignore button. There are other instances of this that were also fixed.
- fix: Invalid Stair Shape's when Mirroring Schematics with Stair Corners, using the config
fixStairsMirror. This is simillar to thefixRailRotationthat fixes Vanilla bugs in their Rotation / Mirroring code. - feat: Make it so that the entityDataSyncBackup mode is capable of saving Litematics with Server-side NBT data, similar to how Servux functions.
NOTE: This requires Litematica 'marking' your game session as safe to do so before hand. It does this by marking it safe after Requesting and Receiving a QueryNBT packet successfully. You can do this by going up to any simple Chest and pressing I (Info Overlay) once. This is because the operation involves potentially dozens of Packets being sent without OP status and that can be problematic, and can cause long delays in saving your Litematic without having OP.
SHADERS COMPAT: Not currently working with Schematic Rendering.
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:bEpr0Arc:uH2rrDmL"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:bEpr0Arc:uH2rrDmL"
}


