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SRP&Wiz core
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This mod is dedicated to my modpack, aiming to integrate many indepemnded mods for better gameplay experience, as well as cointaining tweaks/bugixesetc
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SRP&Wiz Core is the glue mod I keep the ugly bits in. It started as a private companion to my own modpack, and it is published here because the crashes it fixes are not specific to my pack — if you run a big 1.12.2 kitchen-sink with threaded entity ticking, OpenTerrainGenerator, FutureMC, Ice & Fire or Chocolate Quest Repoured, you have probably hit at least one of them.
Every feature is independently config-gated in config/srpwizcore.cfg. Two rules about the defaults:
- Crash and corruption guards ship ON. A guard that ships off never fires when it is needed, and does nothing when it is not.
- Anything that changes gameplay, worldgen or saved data ships OFF — and several of those ship with example values from my own pack. Read them before switching them on.
It has no dependency on my content mod, and nothing here needs Scape and Run: Parasites either, despite the name.
Crash and save-corruption guards
Threaded entity ticking
If you run EntityThreading or anything like it, entities tick on worker threads — and several pieces of Minecraft were never built for that. Four guards:
- Entity tracking — Minecraft's tracking list is not safe to touch from two threads, and when it breaks the server dies with
Exception in server tick loop. - Sounds — entities ticking on a worker thread can corrupt the playing-sounds list and crash the client. Those sounds are replayed a moment later on the main thread.
- World save data — per-world data lives in a list that is not safe to write from two threads. If a mod registers data off-thread while the game saves, the list can end up with a hole, and everything after that hole never reaches the disk. You lose data with no error message. A second option skips such a hole so at least the rest gets written, and a diagnostic logs which mod is doing it.
- Chunk generation — the one that fixes the cause rather than the symptoms. When a worker-ticked entity reaches into terrain that does not exist yet, the game starts generating a chunk from the wrong thread, which is what corrupts biome data and the save in the first place. With the guard on, such a request gets air instead of new terrain. The cost is cosmetic: an arrow flies on through, a mob finds no path out there. There is a report-only mode for finding out whether anything on your setup even does this.
Terrain generation
OpenTerrainGenerator — in dimensions whose biomes are all remapped, OTG can fail to resolve a biome and take the world down; and FutureMC worldgen can fault in ways that abort chunk population. Both are caught and logged rather than fatal.
Performance guards for other mods
- Doomlike Dungeons — a dungeon that fails to lay itself out throws an error for every chunk it would have covered, hundreds in seconds. The failure is handled once instead.
- Chocolate Quest Repoured — asking CQR for the nearest structure of a type switched off in an OTG dimension makes it search outward forever.
- Defiled Lands — an adjustable throttle on how fast corruption spreads block to block. The mod has no setting for this.
- Raids-Backport — as shipped, every dimension writes raid data to the same slot, so they overwrite each other every tick.
Invincibility frames under WorseHurtTimer
WorseHurtTimer overwrites the invincibility window with a flat value on every hit, which kills anything that tries to lengthen i-frames the vanilla way. Two things this fixes:
Worn items can grant longer i-frames again, on every WHT path — melee, arrows, magic, fire. Multipliers from several sources stack up to a configurable ceiling. This is what finally makes Bountiful Baubles' Cross Necklace do what its tooltip promises.
The base value is deterministic. Unmodified WHT takes the i-frame value for any damage source not in its own table from whichever entity that source happened to hit first in the session, then reuses it globally for the rest of the session.
Defaults reproduce WHT's own numbers, so leaving the section alone changes nothing. /whtdiag gives aggregating diagnostics — how often the limiter refuses an attack, which sources appear, what windows open.
Broken Heart, re-armed under FirstAid
Bountiful Baubles' Broken Heart trinket is completely dead in any pack that also runs FirstAid — FirstAid cancels the damage event, so the event the trinket listens for is never posted at all. It is now hooked into the death check itself, which is the honest place for it under a body-part health model.
The max-health cost is paid under Bountiful Baubles' own modifier id, so sleeping to regenerate heart containers still removes it. Own config section: cost, a floor that makes the trinket run out, and a cooldown. Armed only when both mods are present.
Per-dimension Ice & Fire worldgen
Ice & Fire has global on/off switches for its structures and ores, which becomes a problem the moment you add dimensions. This gives you a list per structure — dragon dens, roosts and skeletons, mausoleums, gorgon temples, cyclops caves, myrmex colonies and the rest.
Every list ships empty, and a dimension you do not list keeps Ice & Fire's own behaviour, so an untouched config is indistinguishable from not having this mod. It also fixes a real cross-dimension bug: Ice & Fire tracks where the last structure was placed in fields shared by all dimensions.
Elemental dragon ranged weapons
Ice & Fire's elemental dragon longbows, crossbows and bows now pass their element to whatever ammunition they fire, not just to a fixed projectile — including ammunition that came out with no element of its own. Dragonsteel ranged weapons prefer dragon ammunition when it is available.
Spawn engine
For heavily modded dimensions where the vanilla mob cap stops working and hundreds of hostiles pile up:
- Population budgets per dimension and per creature type, and per-mod and per-mob budgets applied to the spawn candidate list — the game never even constructs what is over budget.
- A refill rate limit. A budget limits how many mobs there can be; this limits how fast they come back.
- Diagnostics showing live counts against both my budgets and Minecraft's own cap, so you can measure before you configure.
Off by default, and the shipped values are examples from my pack. Set the dimension list and the budgets for your own before enabling it.
CQR × Spartan Weaponry
With Chocolate Quest Repoured and Spartan Weaponry both installed, dungeon mobs stop fighting with plain vanilla gear:
- Gear swap — vanilla swords, axes and bows become Spartan weapons of the same material tier.
- Working crossbows — Spartan's crossbow becomes something CQR's ranged AI understands.
- Reach-aware melee — mobs with pikes, halberds and lances use that reach and hold their distance.
- Staff casters — CQR's staff mobs get an Electroblob's Wizardry wand with spells bound to it.
- Boss-room chest lock, with an optional bonus-book roll when the boss dies.
- Siege digging and an attacker cap, both experimental.
All of it off by default; every piece toggles separately.
Dormant Waystones
Rare surface structures that carry you to another dimension and back, one paired waystone at a time. Holding the configured key item shows a particle trail toward the nearest one. Off by default; the shipped defaults are from my pack.
Compatibility
- Minecraft 1.12.2, Forge. Needs MixinBooter, or run on Cleanroom.
- Everything is detected at runtime. Optional targets: OpenTerrainGenerator (tested against v9.7), FutureMC, Ice & Fire (2.2.9), Chocolate Quest Repoured, Spartan Weaponry, Spartan Fire, Doomlike Dungeons, Defiled Lands, Raids-Backport, SetBonus, WorseHurtTimer, Bountiful Baubles, FirstAid, Electroblob's Wizardry.
Companion mods, all optional and independent: SRP&Wizardry InsaneTweaks, SRP&WIZ Mixins, CTombstone-Tweaks, Reskill Tweaks.
Credits
CleanroomMC for modern mixin support on 1.12.2. PG85 and the OTG team, Alexthe666 (Ice & Fire), the FutureMC authors, Team CQR, ObliviousSpartan (Spartan Weaponry) and JaredBGreat (Doomlike Dungeons) for the mods this plugs into.
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