#1.21.6 Snapshots
2523 messages Ā· Page 3 of 3 (latest)
But if the sign is that it is, I'll take that back š
the rendering refactors are happening now
and this isn't a "mojang knows but we don't", it's been made clear in the VV discord already
they dont even know what backend theyre using yet
Q: When will Java Vibrant Visuals come out?
A: As soon as it is ready. Definitely not in the next release. We have a lot to do, and we are not even close to being able to reasonably estimate the release date. But it will not be a "Big Bang" release. Features will be released when they are ready. For example, octree-based frustum culling optimization was released last summer and extended cloud range and GUI rendering improvements were released recently.
Quoted from the VV FAQ, there will not be a single VV update
right that too
i mean i wouldnt consider that VV
thats the setup for it
vibrant visuals the texture update is likely to come in one update cuz the textures r already made
texture parity finally 
the best options now are trying to push devs to always be on latest (makes modpacking annoying) or just randomly looking at a version and saying "hey modders, support this"
the former isnt feasible, modders simply wont go for it
updating every 3 months isnt possible for many people
well, the former is logically reasonable in terms of making it so you don't have 5 million changes to deal with all at once
i think if u make 1.21.6 LTS and then 1.22 comes out in the fall u can be like "never mind š"
cuz thats the obvious choice
the project being latest-first doesn't prevent having effectively-lts versions
yeah
right but we get all kinds of people in here asking what version to use
and theyre told 1.21.1
1.21.6 should basically be lts for nowā¢ļø and stabilized once transfer api is added in
we don't need to change anything project-wise, other than our stance when it comes to announcements and recommendations
also 1.22 is probably not coming next
correct but right now there is no "official" stance
it's incredibly unlikely
and yeah i doubt 1.22 is soon
this is the equivalent of a major update release date, its the right time for a new LTS
yes and the problem with no official stance is it'll depend on what bigger mods do
every summer sounds plausible to me
which is... not great
which is horrid
it's quite horrible how modders decided not to port until after create did just because it's one of those big mods
so we should decide an LTS and then get create on it ASAP
create switching to neoforge is one of the big reasons players did
well, create isn't the only large mods
they hold too much power lowk
there's a bunch of other ones that are basically essential for players to even decide to use a version
ex: recipe viewers, the bigger storage mods etc
at least in my playerbase, it was one of if not the deciding factor to switch, cuz players dont otherwise care
as far as create goes, (nothings final yet) but it's incredibly likely we will port to 1.21.6 once it's stable, drop 1.20.1, and likely get rid of registrate in the process
i've considered it a fair bit and going back to vanilla based registration is quite a good idea
god yes
i fully support switching supported versions to 1.21.1 and 1.21.6
that follows the normal timeline we used to
Alright, tbh the indication on VV / 1.22 kinda changes my opinion to some extend
I'd hope for sooooome guidance on what to expect from mojang but we're unlikely to get that for product reasons heh
yeah its kinda pissing me off atp
we dont need their full release calendar for the next 5 years but i would like some indication for the future of the game we're all heavily invested in
Ah, I should specify
My opinion on some "LTS" (well it's soft LTS anyway) before 1.22
yeah i got that lol, i just also agree with your side comment
Yeah I just read my message again and noticed I didn't actually say what I changed my opinion on š
honestly 1.21.1 is a soft LTS atp, not much would change
cuz neo has said mods should stick with 1.21.1
so this would just be them saying "now update to 1.21.6"
this would need to come with a relatively short BC window i think so people can safely update
I can never remember whether it is setup -Pupdating -Pupgrading -Pupdate or whatevers
I think it's the first
Ah yes it is
Okay... I must have fucked something up. The reject count is massive
Ugh
its Pupdating i remember cause ive always read it as pup-dating 
Did we fuck something up about the toolchain?
I am seriously puzzled by why some of these hunks are being rejected
++++ REJECTED HUNK: 1
@@ -52,6 +52,36 @@
}
}
+ /*
...
+ */
+ public String readUTF(String data) {
...
+ }
+
@VisibleForTesting
public long getUsage() {
return this.usage;
++++ END HUNK
@steep verge 
The patch is for NbtAccounter, and this is the change to NbtAccounter in pre2:
I don't even see an overlap in patch context?!
Is the line shift immediately causing it to become a reject? I thought we had some line fuzzyness
What...
It actually applied the patch anyway, and then still wrote the reject
Have I completely forgotten some aspect about our toolchain?
Don't we have that fancy "porting" action? Could check that for the commands
wdym
Yeah, I thought updating enables fuzzy matching
and apparently it does, since it did apply the patch
but why did it still write the reject
I felt like the first few weeks of 1.21.1 had a lot of "oh, this is going to the next version" energy, before the big mods had updated. Though that's pretty rare.
But but I have been married for the last five or so months
I am surprised how little pressure there's been to update to 1.21.5. I thought that was going to be a much more popular update.
people keep waiting for 1.22
I am so stupid.
but like
I keep running gradlew setup -Pupdating.
Oof
I should investigate again at some point if we can make that an explicit task, but there was some reason we coudln't (I think specifically since it's all wired up via task dependencies that doesn't work)
Oh that's a good question....
Mojang added the slot hover effect rendering here:
That's where we had our patch for emitting the ContainerScreenEvent.Render.Foreground event
Would you expect that to be emitted before the slot hover effect is drawn? I better go and check where that was in relation to it in 1.21.5
okay, was after too
Oh that would have been a very very sneaky patch porting failure:
Wouldn't be the first time š
yup š
Done
Perfect, I'll PR my stuff in a few minutes
https://bugs.mojang.com/browse/MC/issues/MC-262974
This bug doesn't seem to be fixed, unlike NeoForge 21.5, is it normal?
(https://github.com/neoforged/NeoForge/pull/8)
the ticket says that mojang has confirmed it is a bug but haven't fixed it
But a fix for the bug is implemented in NeoForge 1.21.5
yes
it's normal for neo to fix bugs confirmed by mojang, especially when the bugs interfere with things that modders might want to do
Why isn't the fix implemented in port/1.21.6 if it works in NeoForge 1.21.5?
Oh that's the question
It should be
If it's missing, it may be due to changes of the underlying classes, or the patch was missed
if the fix is missing in neo 1.21.6 then you should have started with that
I.e. if the system is changed significantly and this is probably locator bar related
fixes like that will go missing
I think we both interpreted this as "The bug doesn't seem to be fixed [in vanilla]"
yeah, mb
We shouldn't forget about the pipeline modifier stack for guigraphics, but we can just push that to the port branch (and submit the commit for review)
we're still going to squash once more
they've been as clear as they can be
they have no idea when 1.22 will happen yet
on a side note, are port/* branches published anywhere?
the PR publish bot publishes all PRs
(caveats apply)
See the comment on the draft PR, it also has links to the installer
ah thanks
Minecraft 1.21.6 - the Chase the Skies Drop has a third Pre-Release! Here is a showcase of all the news! #minecraftemployee
slicedlime works as a Tech Lead for Minecraft at Mojang, but the YouTube and Twitch channels are personal projects run entirely in his spare time. This is an unofficial update video that aims to be the most comprehensive g...
I think it will come when vibrant visuals comes thatās my guess
VV will not be a single massive update, Dinnerbone reiterated on that on the VV Discord: #1362331988803194983 message
Is that discord thing supposed to show something all I see is #unknown
yes its a linked message from the vv discord
Is the vv discord public?
Discord is badš¤£
!pings
So you don't accidentally break a rule or annoy others, make sure to turn off pings when replying to others. Discord currently turns this on every time you start a reply, so please be vigilant. Thank you.
Go vote on Discord Feedback so they make changes.
That trick is promoted. Consider using </info pingreply:1144973302809501716> instead.
The VV server is not fully public, you need an invite link. Even if they wanted it to be fully public, I don't think it would satisfy the requirements
Ohh ok
he was stabbed
if 1.21.6 ends up being lts, then for how long will 1.20.1 remain to be supported for?
1.20.1 doesn't even have Neo
Hmmm, I don't understand the question, yeah š¤
The support channel is community driven for the most part, so I'd say there's no reason to close it if there's still participation. Regardless of what we consider a major version for mods
I can se the message
but at the same time, it is a spam copy paste message.... to the point where it will lose its meaning and will likely increase hate even more
@pliant adder I wonder, do we have enough open issues to do a GH issue list on the PR? One open issue I remember is doing a GUIGraphics render pipeline modifier stack
Do we have anything else we shouldn't forget?
Besides testing, obviously
What I have done in the past is pinning messages in this thread
Well sure, but we do have a draft PR in the public repo now, we can use that
(There's already too many PINs in here and they're not immediately obvious)
But I just wanted to check what current TODOs we actually do have... oh... we should actually search the code for TODOs we left, I guess
Oh yeah what's with all these pins š
I think pins are too well hidden in the Discord client. Might be a "me" problem though.
The PR is a fine place for todos
BTW I think I didn't say: the PR is now up to date with pre3 and the published PR build as well
I made a list and added a few of the points we already fixed
I'll try to check for porting TODOs we might otherwise forget later
There are a few porting TODOs and we have a rendering bug in a couple UIs where the background is completely black
So you don't accidentally break a rule or annoy others, make sure to turn off pings when replying to others. Discord currently turns this on every time you start a reply, so please be vigilant. Thank you.
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@round briar did you get a chance to look at the porting TODOs yet?
Also, I'm considering adding ValueInput/ValueOutput-based serialization to ItemStackHandler and EnergyStorage and potentially a ValueIOSerializable interface similar to INBTSerializable as a generic interface for things serializable via ValueInput/ValueOutput. Opinions, especially with regards to the ongoing transfer rework?
Whatever you do here will have to be carried over to the transfer rework, but I think it's a pretty easy change
Is there even a point in keeping INBTSerializable though?
Yes definitely yes
Debatable. Making something that still uses raw NBT tags use value IO is simpler than the other way round. I did that in my FramedBlocks port in the BE update tag/packet methods to unify the whole thing since those still provide/return raw NBT tags. Therefore I wouldn't be opposed to nuking INBTSerializable
This is what getUpdateTag() looks like in my implementation (writeUpdateTag(ValueOutput) is a custom method):
@Override
public final CompoundTag getUpdateTag(HolderLookup.Provider provider)
{
TagValueOutput valueOutput = TagValueOutput.createWithContext(ProblemReporter.DISCARDING, provider);
writeUpdateTag(valueOutput);
return valueOutput.buildResult();
}
Ah did Mojang not update everywhere and only the read/write from disk? Thereās no stream codec for value access if Iām remembering correctly
Yeah, unfortunately only from/to disk uses value IO, writing for networking still uses raw NBT tags (specifically getUpdateTag() and getUpdatePacket()). Reading for networking is patched in by Neo and uses value IO
I looked at it and decided against it for the time being. It doesn't work super well for single-value serialization, which Tech pointed out to me
At least I believe the caps have the ability to serialize to primitives, but I didn't look any further
The purpose of value access is object serialization, so that makes sense
If you really just meant as methods of convenience for the provided item handlers, why not
Only EnergyStorage currently makes use of that and, in all honesty, it's intransparent garbage, it should never have been implemented as serializing directly to an IntTag.
Converting ItemStackHandler to value IO is pretty trivial with a little trick, converting EnergyStorage is going to be a major pain in the ass if it should be able to read data saved with the existing INBTSerializable implementation
In fact, I can't see any way of converting EnergyStorage to value IO without breaking savedata compatibility
IMO this is a major version bump anyway, can Neo use DFU? If not, then most people treat versions as save incompatible anyway
Neo can technically use DFU, I think we do in fact have one or two datafixers. But Neo being able to use one doesn't help mods here since the data in question can be nested in an arbitrary place and is also based on an NBT key that is completely controlled by the caller (i.e. a mod's BE holding an energy storage).
Do we just patch that in then? I don't think we have a method of adding fixers dynamically
We can't patch it in, it would require the owning object (usually a BE) to have a datafixer which is not feasible
Right, since we just patch in that the BE doesn't have a type. If not for that, it would easily work
We don't prevent BE types from specifying a datafixer type, there's just no way for mods to actually register the referenced datafixer. Same thing for entity types
Yep
With that said, I'm just gonna change the existing NBT serialization EnergyStorage to create a compound tag with a single energy key to match the value IO implementation and accept that it's not compatible with older saves.
I'm gonna keep the changes to implement value IO on ItemStackHandler, FluidTank and EnergyStorage local for now and push it sometime tomorrow if nobody has brought up any counterpoints till then.
Hmm, I think it would be better to have a couple of minor versions that support both decodes and then encodes into the new object
Can we prep 21.1 -> 21.5 now? It wouldn't really be breaking data-wise if there's an extra tag added in a neo namespace, would it?
That would be simple to implement for the old NBT serialization but is impossible for the value IO approach so the benefit would be very limited
What do you mean by that specifically?
Push updates to start having those versions save in both the old and 21.6+ formats, so worlds can migrate
Yep, I wrote a couple when attribute stuff changed -- they can't really be used for this for the reasons xfacthd listed though
It's not possible to change the old serialization such that it's readable by both the old and new deserializer. EnergyStorage is typed to the raw Tag class and returns an IntTag from serializeNbt(). This means that doing compoundTag.put("energy", energyStorage.serializeNbt()) in the serialization of the object owning the energy storage is equivalent to doing compoundTag.putInt("energy", energyStorage.getStoredEnergy()). As such there is no way to have EnergyStorage#serializeNbt() return a tag that conforms to both the old and the new format
You could do it on the other end and have it be able to de-serialize from either for a version
Not sure if it's worth it though
I could do that for the existing NBT deserializer but I can't do that for the new ValueInput-based one
Tbh thatās the only option if we want it done reasonably. Though I donāt know how much we should care
Not breaking worlds is nice, but this isn't even all worlds, it's just things using those built-in implementations
My suggestion: change EnergyStorage to write to a compound and nuke INBTSerializable
I think I might have misunderstood you
I was thinking data attachments, but you were talking about the template impls for IEH/IFH/IIH?
Okay yes, those can go ValueOutput/ValueInput, I believe. The AttachmentHolder can technically on the outer side
I've pushed the ValueIO-based serialization for ItemStackHandler, FluidTank and EnergyStorage, I kept the raw NBT serialization in place for now though
and to continue the trend
thoughts?
as I've noted in the description, this does mean that attachments have to serialise to a compound
but I'd not call this a deal breaker
also blergh at type erasure
because of the serializable for INBTSerialisable I can't add another serializable method with ValueIOSerializable
I think we should rename the current method to nbtSerializable
which I have just done
Made some small notes, but didn't finish looking yet
Are where major breaking changes planned for 1.21.6?
well there's #1183818213134446742
unless it takes them over 3 months to get it polished :p
psst, was that your only small note?
As I said, not finished looking š
you said some and s but you only left one 
also anything against me adding a task to sort the interface injections file alphabetically (as part of applyAllFormatting)
nope, sounds good
alright I've also done patch review and found nothing major, just a couple of small things (method patched-in when extension interface exists and a patch line that was just renaming a parameter)
<@&1067092163520909374>
yes

So, release only next week I guess?
:3
1.21.6 Pre-Release 4
Changelog: https://www.minecraft.net/en-us/article/minecraft-1-21-6-pre-release-4
SnowMan: https://github.com/neoforged/Snowman/commit/d4064eaf16eb4993a1808ddd05a318f006275357
Primer: https://github.com/ChampionAsh5357/neoforged-github/blob/367b044d684f6b17dea63ae77ba2b79b992ffd21/primers/1.21.6/index.md
-# Changes: https://github.com/neoforged/.github/pull/20/commits/367b044d684f6b17dea63ae77ba2b79b992ffd21
Slicedlimes Videos:
- Main: https://www.youtube.com/watch?v=FewXNHTBshw
- Data/Resource Pack Changes: N/A
A fourth pre-release is out for Minecraft 1.21.6 - the Chase the Skies Drop, with some LOUD bug fixes! Here is a showcase of all the news! #minecraftemployee
slicedlime works as a Tech Lead for Minecraft at Mojang, but the YouTube and Twitch channels are personal projects run entirely in his spare time. This is an unofficial update video that a...
New version detected: 1.21.6-pre4.
That would be 3 weeks of prereleases 
why did the link not work 
Bad Gateway moment
ok
accidental push to launchermeta maybe?
or do mojang subscribe to the there is no mistakes mindset
too early smh, I'm not home from work yet!
wow ā before a changelog thats rare
https://github.com/neoforged/Snowman/commit/d4064eaf16eb4993a1808ddd05a318f006275357
"fine, ill write a changelog myself"
how very thanos of you
https://tenor.com/view/thanos-gif-25117042
but thats @frosty garden job
, he writes the primers changelogs
yeah not a large change
Minecraft wiki page for pre 4 is up
But the official website is still dead
changelog also not published on launcher side either it seems
curl https://launchercontent.mojang.com/v2/javaPatchNotes.json | jq ".entries[] | select(.title | contains(\"1.21.6\")) .version"
"1.21.6-pre3"
"1.21.6-pre2"
"1.21.6-pre1"
https://piston-meta.mojang.com/mc/game/version_manifest_v2.json
has pre4 so my guess, yeah they published meta too early
<@&1067092163520909374> (sorry for 2nd ping)
article is now live https://www.minecraft.net/en-us/article/minecraft-1-21-6-pre-release-4
yes
/playsoud lol
it smells like RC1 on thursday and release on tuesday
@uncut grove https://youtu.be/FewXNHTBshw ping
almost missed that cause of the silent ping 
@uncut grove Update primer: https://github.com/neoforged/.github/pull/20/commits/367b044d684f6b17dea63ae77ba2b79b992ffd21
Pretty much just a rollback of the gain removal from the sound engine
@round briar what is holding up https://github.com/neoforged/NeoForge/pull/2312
IIRC, one of the tests is randomly deadlocking
I believe that is potentially meant to at least partially fix it, but gimp wants to reproduce the deadlock first (which he has been unable to get to happen)
well it failed twice in a row on CI/CD, we can check what's up on CI now
it deadlocked before it even began ranning the changed test though, I think š¤
Merged. CI did seem to pass now, so we'll see
New version detected: 1.21.6-rc1.

1.21.6 RC1
Changelog: https://www.minecraft.net/en-us/article/minecraft-1-21-6-release-candidate-1
SnowMan: https://github.com/neoforged/Snowman/commit/e2d9b7a950deeb3b4980c523c13357b491cd8008
Primer: https://github.com/ChampionAsh5357/neoforged-github/blob/update/1.21.6/primers/1.21.6/index.md
-# Changes: https://github.com/neoforged/.github/pull/20/commits/5ff5ba470c884d3af5a62dc1daa6f798db1aed57
Slicedlimes Videos:
- Main: https://www.youtube.com/watch?v=ERwctZH07zE
- Data/Resource Pack Changes: N/A
The Chase the Skies Drop has a Release Candidate and a Release Date! Here is a showcase of all the news! #minecraftemployee
slicedlime works as a Tech Lead for Minecraft at Mojang, but the YouTube and Twitch channels are personal projects run entirely in his spare time. This is an unofficial update video that aims to be the most comprehensive g...

so many stabs given today
again?!
IT BEGINS
RC1
i've been preparing a mod for 1.21.6 for some time anyways
1.21.6 soooon
really hope 1.21.6 becomes lts
@ornate dome might want to update the header, says pre4 but should be rc1
I was correct!
oh lawd it comin
[Reference to](#1352609954430713866 message) #1352609954430713866 [⤠](#1352609954430713866 message)it smells like RC1 on thursday and release on tuesday
what is snowman anyways
you are late with that
the internal decomplied mc sources
oh
snowman is an internal repo where we put the initial decompilation results for analysis
pre-neoform sources?
private github repo because otherwise it'd be issuesā¢ļø
ye
fresh from the decompiler
(remapped, of course)
it is a github repo the neo team uses for seeing what changes from version to version. It is private cause it is a full decomp, and sharing that is not good :TM:
the tools are public for it so people can do it for themselves...
meant purely as a reference, not for actually running the game
yea i see how that'd be useful for something like neoforge considering it's still all old fashioned source patches
patches are not old fashioned they are the only viable solution
but that's not at all why snowman exists
was about to say, there's reasons we still use them
I should start working on my only recurring task...
making the next Snapshots thread... It is hard work I must do
1.22 or 1.21.7, call it.
I feel 22 in my bones
snowman exists in order to help the team discover changes by letting us see differences between versions, to help coordinate the porting
I expect 1.21.7 next, but crossing fingers that I'm wrong
i think it is either a quick fix 21.7 or 22
name it 1.21.next until we know more :p
I already did
Upcoming Release⢠Snapshots
insane to think that 1.21 is going to be a year old tomorrow
and peter should said nope to that thead xD
Reeee Mine is better
made his one
THERE IS NO DIFFERENCE WHY ARE WE CREATING UNNECESSARY POSTS HERE???
really?
no it was said that the bot looks for the tag so it shouldn't be taged
MINE IS MUCH BETTER AND HAS MORE COOL PEOPLE IN IT!!
ALSO WHY ARE YOU SHOUTING? (/s)
random thought but with how many snapshot threads we make is it worth having a dedi snapshot channel and we create threads per snapshot there? rather than constantly cluttering brainstorming?
what tag?
the porting tag
i didnt add that to mine either
but why did you create one in the first place if there already is one?
I searched for 1.22 and 1.21 didnt think you would name it just 1.
I told you here that I already have one I even linked it
you sent that literaly 10 secs after I pressed the create button
discord says 3 minutes before
I might have been typing the text in that time than... But i did not see your message before clicking create
Also I have been making the posts for this... for a while... XD (the last 4 were from me)
I did them before you
oh god threads inside forums inside guilds inside..
only 3...
I have made more than you 
well I made the next one before you so it's 4
You know what?
if it is a 1.22 we use your thread
it is it 1.21.7 we use mine
and the other thread becomes the one for the release after that
i was thinking regular text channel for general snapshot discussion / pin FAQ at top (too many people ask what snowman is)
then for each snapshot we create a new thread there
rather than new branstorming post for each snapshot which are kind disconnected from each other and clutters the main branstorming thread view
I mean, we can just make a snapshots forum that people can hide separately
Not that bad idea...
Thereās a number of people that extremely hate forums and will refuse to open it
well for those this is already a lost place....
this is already a forum
shhhh dont let the forum haters know that
I was thinking of the gallery type ones with the image preview
those one are pain
@uncut grove primer time: https://github.com/neoforged/.github/pull/20/commits/5ff5ba470c884d3af5a62dc1daa6f798db1aed57
Aside from the bug fixes, only two overloads
added to the pinned
Ohh sure
date confirmed: https://www.youtube.com/watch?v=zPWdMDZWM4Y
Get ready to Chase the Skies with Vibrant Visuals ā because both are coming on June 17!
Vibrant Visuals transforms the Overworld into a pixel-perfect vacation spot! Experience impressive graphic improvements as water reflects, fog drifts, and waterfalls glimmer. Chase the Skies, and its features, will be available for both Minecraft: Java Ed...
unless java edition ends up releasing a different day :P
oh hey, I "accidentally" chose the right day 
tuesday is patch day, except for COD
got monday to fix anything you thought about in the shower over the weekend, and the rest of the week for any fallout
I didn't really think about that, I just thought tomorrow is too early and monday feels wrong 
I knew it was coming soon
most recent RC1 have been on thursday, with release on tuesday
the only thing that would delay it is some major issue and a RC on tuesday, with release on wednesday/thursday
unless Microsoft forces them to release tuesday no matter what, then 1.21.7 the week after
@round briar Do we want to merge the FML Early window styling PR?
The Chase the Skies Drop has a Release Candidate and a Release Date! Here is a showcase of all the news! #minecraftemployee
slicedlime works as a Tech Lead for Minecraft at Mojang, but the YouTube and Twitch channels are personal projects run entirely in his spare time. This is an unofficial update video that aims to be the most comprehensive g...
Dang it right on the day of my office summer party
still want a review on https://github.com/neoforged/NeoForge/pull/2316 preferably before release kthx
if nobody else has anything to say against it 
but I still want to see a WAIFU report on how many people actually use NBT for attachments
Codecs are still easier and I'll die on that hill
then open waifu and check
....6 (real count: 2)
Oh, wrong panel. Sorry, there are 82 classes inheriting IAttSerializer
Out of thousands of mods.
You are missing cases which use the helper to make a serializer for an INbtSerializable object
fair
have I mentioned how shit the class input is on Grafana, in that I can't edit it after the fact? Nope, gotta retype the full /-divided package name again...
@willow hatch can I inquire you about patching suppresions in neoform for the 10 or so compile warnings there are in mc
That's a non-insignificant number
Yup. All those mods will now have a choice they're forced to make: port to ValueIn/Out, or adopt codecs
The ValueInput/ValueOutput APIs and CompoundTag are almost interchangable
Still a breaking change
Codecs really don't make sense because of the high amount of context you need to (de)serialize
Yes, yes, you can shove that into codecs
But it's not elegant
And you make very well need the thing you're attaching to to properly (de)serialize your thing in quite a few cases
Is it necessary? No, you can refactor your component so that you pass in that context on every method of it. But it's (I would assume) a common enough pattern -- and it's sensible and fine to do, really, as data attachments aren't meant to be immutable, unlike data components
they don't have to adapt the code if they're using INBTSerializable<CompoundTag>
the helper method for that remains, just delegates to the valueio methods
again the only adaptations needed is the requirement of a MapCodec/CompoundTag because they have to serialise to a map now
There's a lot more than 10
Yeah lmao there's a fuckton of warnings in vanilla
If anyone sanity checks the primer, please ping me before the 17th so that I can address the issue(s)
Hmm. I still suspect you could make a step that effectively generates patched suppressions for all those by running the java compiler and processing the warnings in the output
Maybe I should poke that
The first question, of course, is if there's a nice API on the javacompiler stuff to see warnings...
Ugh, it is doable -- JavaCompiler exposes the relevant Diagnostic type -- issue is that you can't get at the lint-code that you'd need to write suppressions without javac internals
I'm gonna keep digging in case I've missed something, but... bleh
I can get a translation key for the warning, however, without anything internal -- but that doesn't seem particularly nice to map to a lint category. I'll see
But that small annoyance asside, it would be perfectly possible to have something generate the relevant SuppressWarning patches to remove the compiler warnings in the decompiled code
(Of course, that small annoyance is not easily worked around without (a) manual mapping of error codes -> lint types or (b) use of javac internals)
```java
tasks.named('compileJava', JavaCompile) {
options.compilerArgs += [
'--add-exports=jdk.compiler/com.sun.tools.javac.util=ALL-UNNAMED',
'--add-exports=jdk.compiler/com.sun.tools.javac.code=ALL-UNNAMED',
'--add-exports=jdk.compiler/com.sun.tools.javac.api=ALL-UNNAMED',
]
}
Hmm... okay, parsing it from the raw compiler text output may be doable
There are also undocumented -XD... options that let you fine-tune the warning format, which could be enough here
The default diagnostic format also might be good enough to work with -- it gives you the line number, but not the start-end pos, but the line number should be enough to place the suppression in most cases I'd think?
Anyways, that's all I've got on the warnings bit for now -- if this is something you think worth pursuing, with those limitations in mind (likely relying on the compiler output format, in some form), lemme know, and I can try to get something working in neoform to suppress all those errors in the vanilla stuff.
javac only reports 10 of them as warnings without any flags
check a neo build
Looks like it's just the deprecation ones normally -- does it not warn on raw types without flags? Regardless, may be worth suppressing the others too so that you can use those flags in neo?
Alright, so poking this more it actually looks totally feasible to parse the normal output format and generate suppressions from that, all within JST
Something worth including in the porting guide which isn't caught by a compiler error, is that the colour argument in GuiGraphics.drawString and friends now include an alpha value, so if you were previously passing a colour without an alpha value, that's now an alpha value of 0 and it won't render!
That's a good point, yeah, I've been bitten by that in all projects I've ported to the pre-release
@frosty garden something for your attention? 
Yep, just saw it. Thanks @glacial tartan
Expanding on it a bit more, it seems like any of the methods in GuiGraphics aside from the item bar now require the alpha value, though I don't remember which was the same from the previous versions
And added with credit to earth
Soon ā¢ļø https://www.youtube.com/watch?v=ik0r1BjsmBA
We're on the eve of the Spring to Life Drop - Minecraft 1.21.6 with Happy Ghasts, Leashing Overhaul, the Locator Bar and many more features and improvements. Here's the ultimate guide to all the news! #minecraftemployee
This guide was made for Minecraft Java Edition. Many new features and some smaller changes also apply to Bedrock Edition.
sli...

do you have any datapacks or resource packs?
oh, that's related to the thing where wearing a pumpkin keeps you from showing up on the player radar
How can I build the 1.21.6 port branch myself?

I have cloned neoforge onto my pc and I want to prepare the 1.21.6 update for my mod, but I don't know how to build it correctly because the net.minecraft packages are not available
Itās not recommended, but the porting PR has PR Publishing enabled if you want to develop against Neo 1.21.6
No need to build it yourself
See the comment by the bot on the pr
you have to run the gradle setup task first, that ensures a working neodev environment
but yeah you can port your mods without building your own
What are the steps for this way? What have I to do?
(this)
I don't check how to use this in my moddev gradle file of my mod
you need to publish it to maven local and use the version it prints to the console when building in your mod
I got it, thank you!
what? why
You add the repository the bot posted in the comment to your build.gradle or settings.gradle (wherever you define your repositories)
repositories {
maven {
name 'Maven for PR #2297' // https://github.com/neoforged/NeoForge/pull/2297
url 'https://prmaven.neoforged.net/NeoForge/pr2297'
content {
includeModule('net.neoforged', 'neoforge')
includeModule('net.neoforged', 'testframework')
}
}
}
And then you set your neoforge version to the version the bot commented above that, currently: 21.5.0-alpha.1.21.6-rc1.20250617.072928
No local checkout / build / publish is needed
because I thought they wanted to use a local version based on previous answers
They just seem to want to port their mod, the PR build is ideal for that
So, what will come out first? MC 1.21.6 or Gradle 9.0.0-RC1? š
soon⢠
Would honestly assume mojang unless it doesn't get released until the afternoon
oh champ, when do we usually merge the primer pr?
rn i have the latest pr changes linked in my msg to post later
but having them link to merged changes would be nice
Usually after I confirm there's nothing that changed between rc1 and release
ah ok, what i have will do fine then for now
-# and il update links once pr is merged
1.21.6 is out
New version detected: 1.21.6.
what i dont see the article
It's true. 1.21.6 is out today
1.21.6 - Chase The Skies
Changelog: https://www.minecraft.net/en-us/article/minecraft-java-edition-1-21-6
SnowMan: https://github.com/neoforged/Snowman/commit/4d8b82cb5bf567b2570c7f4a217ab9cf277c4c6f
Primer: https://github.com/neoforged/.github/blob/98211944dc1877c19feadfda48994178b2852bcc/primers/1.21.6/index.md
-# Changes: https://github.com/neoforged/.github/commit/98211944dc1877c19feadfda48994178b2852bcc
Slicedlimes Videos:
- Main: https://www.youtube.com/watch?v=ik0r1BjsmBA
- Data/Resource Pack Changes: https://www.youtube.com/watch?v=bRuoC0qUb5Y
<@&1067092163520909374>
The Chase the Skies Drop is here - Minecraft 1.21.6 with Happy Ghasts, Leashing Overhaul, the Locator Bar and many more features and improvements. Here's the ultimate guide to all the news! #minecraftemployee
This guide was made for Minecraft Java Edition. Many new features and some smaller changes also apply to Bedrock Edition.
slicedlime wor...
Minecraft 1.21.6 brought us plenty of new technical functionality in new Pack versions - including new UI Dialogs! Here's a comprehensive guide to all the news! #minecraftemployee
This guide applies for Minecraft Java Edition. Technical details are unlikely to apply to Bedrock.
slicedlime works as a Tech Lead for Minecraft at Mojang, but the Y...
??!?!!?!
is it out?
Article link might be wrong but the version is out according to metadat files
Oh there it is, article is live now
it bumped without rc-2
accidently opened bedrock and it doesn't seem to be on there lol
So hopefully 1.21.6 Neoforge will be out soon. (I think)
I shall do the update as soon as neoform is done
oh but it is on java, peak
so, no changes vs rc1?
Nope, except the standard version configs and bumps
yep nothing changed other than version numbers ofc
https://github.com/neoforged/Snowman/commit/0e6aa65423728bed589de3c608e9f1a7b8e42ec8
-# 21.6-RC1->21.6
wow, an RC actually being released, almost like it was a candidate for that?
was the porting branch up to rc1 already or is the porting starting from an older prerelease?
pretty sure the PR is on rc1 already
grumbles about the release not matching the last RC
it is
nice so we just have to merge and tag then? :P
(after bumping to the right "basis")
wow same day/same release time (kinda) neo update should be 
well, and update it to point to 1.21.6 instead of rc1
yeah that's what I meant with basis
where update?
no, hence the sign not stopping me
push incoming
birthing women:
[Jump to referenced message](#builds message) in #builds
21.6.0-beta
1.21.x
Release 1.21.6
oh fuck we don't have a blog post
get typing
are we doing an LTS for 1.21.6 or still waiting for 1.22
LTS please please please
1.22 is nowhere to be found
and you can always say nvm if it is
1.21.6 as main LTS and 1.21.1 as lesser discouraged but still ok LTS
how much time waas there between 1.20 and 1.21