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Fix Knot Behavior, Interaction Safety, and Cleanup Logic#110

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evanbones wants to merge 6 commits into
legoatoom:backport/1.20.1from
evanbones:backport/1.20.1
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Fix Knot Behavior, Interaction Safety, and Cleanup Logic#110
evanbones wants to merge 6 commits into
legoatoom:backport/1.20.1from
evanbones:backport/1.20.1

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@evanbones

@evanbones evanbones commented Jan 7, 2026

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  • Added logic to automatically discard empty knots, so if a knot has no incoming or outgoing connections (e.g., when the other end of a chain is broken), it will now instantly disappear
  • Knots now check for a valid attachment block and are discarded immediately if the supporting fence or block is removed
  • Players can now punch knots to break them
  • Using shears to break knots now reduces its durability
  • Knots now enforce type checking, so you can't mix and match different catenary types on a single knot
  • Fixed issue where collision entities would persist on servers
  • Added additional check for chunk load safety (possibly fixes [Bug]: Vanishing Chains/ Rope #73?)
  • Added config option to disable chain collision

I'm open to making any changes if you'd like, as some of these things could be considered major behaviour changes. Let me know!

@legoatoom

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Thank you for taking the time to work on it.
Will look at it when I have time.

@Calais0001

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🙏

@evanbones

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Some of these changes are pretty opinionated, so feel free to just cherrypick any changes you'd like, but they're also implemented in a multiloader fork I made of the mod

@legoatoom

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Wow, you made a multiloader version‽ Why did you not make that a PR?

@evanbones

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It was pretty close to a full rewrite since the mappings had to be changes to mojamps and I made a lot of much more opinionated changes like increasing max chain distance to 128, but if you'd like I'd be happy to take down my fork and maintain a separate multiloader version? Or if you want to just cherry pick the multiloader logic from my fork? Up to you really

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3 participants