MesdagPortLib

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MesdagPortLib

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To port mod from a version to another version

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Forge
Minecraft

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Mod
Latest Version
MesdagPortLib+neoforge1.21.1 to forge1.20.1-1.1.0

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Description

MesdagPortLib

A forward-porting library that brings modern Minecraft (1.21+) API features back to Forge 1.20.1. Think of it as a bridge that lets mod developers use NeoForge-style APIs while targeting the stable 1.20.1 Forge ecosystem.


✨ Key Features

♜ 17 New Player & Entity Attributes

All networked and synced automatically. Each attribute has a sentiment indicator ( positive/neutral/negative) with colored tooltips:

Attribute Default Description
player.block_break_speed 1.0 Block breaking speed multiplier
generic.burning_time 1.0 Burning time multiplier
generic.explosion_knockback_resistance 0.0 Explosion knockback resistance
generic.fall_damage_multiplier 1.0 Fall damage multiplier
generic.flying_speed 0.4 Creative flight speed
generic.jump_strength 0.42 Jump height
generic.max_absorption 0.0 Maximum absorption health
player.mining_efficiency 0.0 Mining speed modifier
generic.movement_efficiency 0.0 Movement efficiency
generic.oxygen_bonus 0.0 Underwater breathing bonus
generic.safe_fall_distance 3.0 Safe fall distance
generic.scale 1.0 Entity scale (0.0625 ~ 16.0)
player.sneaking_speed 0.3 Sneaking movement speed
player.submerged_mining_speed 0.2 Underwater mining speed
player.sweeping_damage_ratio 0.0 Sweeping edge damage ratio
generic.water_movement_efficiency 0.0 Water movement efficiency
player.creative_flight false Boolean: enable creative flight

Attributes are automatically added to all living entities via PortEntityAttributeModificationEvent.

📊 Data Map System

A JSON-driven data system ported from 1.21 — attach typed, codec-backed values to any registry entry:

  • Data-driven — define values in data/<namespace>/data_maps/ JSON files
  • Tag & conditional support — apply to tags, use conditional predicates
  • Merge & remove — multi-source merging with removal strategies
  • Network sync — automatic client-server negotiation and sync

Built-in data maps:

  • Compostables (portlib:compostables) — override compost chances and villager behavior
  • Furnace Fuels (portlib:furnace_fuels) — define custom fuel burn times

📦 Data Component System

Type-safe persistent data on ItemStacks, modeled after 1.21's data components:

  • Codec-based persistence + StreamCodec-based network sync
  • Patch-based partial updates
  • PortModifyDefaultComponentsEvent for setting default components

🔗 Attachment System

NeoForge-style data attachments for entities, block entities, and levels:

  • Serializable attachments with copy-on-death support
  • Per-player sync with StreamCodec
  • Level attachments persisted to save data

🎯 220+ Ported Events

A comprehensive event system wrapping Forge events into a clean, caller-isolated API:

  • Player (34): PortPlayerHeartTypeEvent, PortSweepAttackEvent, PortCriticalHitEvent, PortArrowLooseEvent, PortItemTooltipEvent, PortAnvilRepairEvent, PortTradeWithVillagerEvent, etc.
  • Living Entity (33): PortLivingShieldBlockEvent, PortLivingIncomingDamageEvent, PortLivingDrownEvent, PortLivingUseTotemEvent, PortMobDespawnEvent, PortBabyEntitySpawnEvent, etc.
  • Client (60+): PortRenderLevelStageEvent, PortRenderTooltipEvent, PortRenderHandEvent, PortRenderArmEvent, PortRegisterGuiLayersEvent, PortRegisterKeyMappingsEvent, PortComputeFovModifierEvent, PortSelectMusicEvent, etc.
  • World/Block/Item: PortBlockDropsEvent, PortExplosionKnockbackEvent, PortPistonEvent, PortItemExpireEvent, PortChunkWatchEvent, etc.
  • Brewing/Enchanting: PortPotionBrewEvent, PortEnchantmentLevelSetEvent
  • Village: PortVillagerTradesEvent, PortWandererTradesEvent

Events are dispatched on the caller mod's own event bus, keeping mod isolation clean.

🌐 Network System

  • Bundled packets — multiple logical packets in one physical message
  • Rich send targets (tracking entity, tracking chunk, dimension, near players)
  • Registry-aware FriendlyByteBuf extensions
  • VarInt/VarLong/UTF-8 codec utilities

🧩 Interface Injection

45+ vanilla classes gain new methods through interface injection + coremods:

  • Holder<T>is(), getKey(), getRegisteredName(), getData()
  • ItemStacksetData(), getData(), data component manipulation
  • LivingEntitygetAttribute(Holder<Attribute>), removeEffectsCuredBy()
  • Registry / IForgeRegistry → extended lookup methods
  • Entity / Player / Block / Item → various extension methods

🏷 Common Tag Generation

c: namespace tags (chests, cobblestones, ores, sands, storage_blocks, etc.) for cross-mod compatibility.


🎮 For Players

PortLib itself adds no gameplay content — it is a library mod. Install it if another mod requires it. You will see 17 new attributes on your player and entities, but they only take effect when modified by other mods.

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