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NeoForge 1.21.1 1.1.3-pilot ​

Official Changelog ​

RTSBuilding NeoForge 1.21.1 - 1.1.3-pilot Changelog ​

Target: Minecraft 1.21.1 / NeoForge Commit range: 2026-06-04 2a9eabff to 2026-06-09 c44becf6

Player-Facing Changes ​

  • Reworked the settings interface into a clearer tabbed structure, and improved the display of the RTS home, skill labels, version notices, and tutorial text.
  • Added a cooldown to RTS Home relocation to prevent camera glitches from accidental spamming.
  • Upgraded the RTS interface to a new window-based UI. Panels for settings, guide, quick build, range destroy, blueprints, and linked storage details are now freely movable and scalable for easier management.
  • Refreshed textures for the top bar and Quick Build buttons, and removed the old interaction wheel for a cleaner visual style.
  • Finished the Quick Build panel, which now fully supports shape selection, block snapping, wall/line connection, batch placement, and placement sounds.
  • Range Destroy and Chain Mining are now fully usable! They feature shape selection, filled/skeleton modes, mining progress bars, and clearer visual feedback for the destruction area.
  • Fixed various rendering issues related to range destroy previews, including skeleton flashing, misaligned target highlights, and abnormal ghost boundaries.
  • Massively improved the blueprint system: optimized box selection, naming, material inspection, window layout, placement hints, rotation previews, and empty-hand interactions.
  • Added initial support for syncing blueprint/schematic formats from other mods, and fixed related texture rendering bugs.
  • Enhanced pre-placement previews for creative mode, blueprints, selected-face hints, spawn eggs, and End Crystals.
  • Empty-hand mode no longer shows misleading placement ghosts.
  • Fixed issues where undo/redo operations would behave incorrectly.

Storage, Crafting, And Compatibility ​

  • Added the ability to edit linked storage priorities, and fixed a game crash caused by the priority input box.
  • Deepened "Sophisticated Backpacks" compatibility. RTS now tracks backpacks via UUID, meaning the storage connection won't easily break whether you pick the backpack up, wear it, or place it back down.
  • Improved linked storage details to correctly display the status of worn backpacks (which lack actual block coordinates).
  • Reduced UI stuttering and lag when moving large amounts of items, making mining and auto-storage workflows much smoother.
  • Improved crafting terminal item matching to prevent precious items (with special enchantments, durability, or NBT data) from being accidentally consumed.
  • Fixed remote mining tool detection so the system reliably uses the actual tool you are holding.
  • Range/Ultimine mining will now automatically stop just before your selected tool breaks, protecting your valuable gear.
  • Added support for main-hand air use and remote empty-hand operations while in RTS mode.

Internal / Stability ​

  • Reorganized and decoupled the underlying client-side code (networking, inputs, rendering) to improve stability and make the codebase cleaner.
  • Began unifying the execution flows of Quick Build placement and Range Destroy to reduce redundant calculations.
  • Refactored placement logic into modular components (batch processing, extraction, quick-build, and sound helpers).
  • Split rendering logic (placement animations, breaking animations, block ghosts, wireframes) into independent components to improve rendering efficiency.
  • Added proper network synchronization packets for range destroy progress, placement/break animations, and linked storage updates.
  • Cleaned up obsolete local resource files to keep the public mainline code tidy.
  • Updated the project homepage, mod description, logo, and 1.1.3-pilot version notices.
  • Implemented the new multi-slider sensitivity system (resolved the startup crashes from earlier testing phases).

Risk Note ​

This is a 1.1.3-pilot test build containing massive rewrites to the UI, Range Destroy, Blueprints, Linked Storage, remote tools, and rendering engines.
Please back up important worlds before testing; if you experience instability, consider rolling back to a more conservative older build.


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