feat: wire NeoForge runtime support #368
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Summary
This wires the NeoForge runtime path end-to-end so the mod actually initializes, renders, ticks, and interacts on
NeoForge.
The original issue listed this as several small implementation areas, but the work ended up needing to be validated
as an integrated runtime path because bootstrap order, capabilities, networking, ticking, client rendering, and model
loading all depend on each other. I opened this as the integration PR so the full NeoForge behavior can be reviewed
and tested together.
PR size note
The issue originally suggested doing this as several small PRs. I started from that direction, but the NeoForge
runtime path ended up needing end-to-end validation because the pieces are tightly coupled:
Because of that, this branch became the integrated implementation pass that I tested heavily in-game.
If you prefer this split into smaller review chunks, I can break it into stacked PRs in roughly this order:
I opened this as a draft/integration PR first so the full working state is visible and testable before deciding
whether splitting is worth the extra churn.
What changed
BlockEntityTypeFactoryPlatformServiceCreativeTabRegistrarResourceReloadRegistrarEnergyCapabilityLookupFuelHelpercable models, and standalone model loading.
common/src/clientso Fabric and NeoForge share the samevisual implementation.
AGENTS.mdandCLAUDE.mdwith the current multiloader architecture rules and the patterns used here.In-game validation
I did a lot of manual in-game testing on NeoForge after this work.
Validated areas included:
A visual issue found during testing, where pipes and the quarry drill were invisible on NeoForge, was fixed by
sharing the existing Fabric-tested renderers through
common/src/clientand wiring the NeoForge model/BERregistration correctly.
Architecture notes
I audited the branch against the repo guidance after testing.
Important constraints preserved:
common/src/mainremains loader-agnostic.common/src/clientuses vanilla client APIs only, no Fabric or NeoForge imports.fabric/orneoforge/.com.logistics.neoforge.client.RegisterClientPayloadHandlersEvent, so commonNeoForge packet registration does not import client classes.
changing shared code around NeoForge.
Fabric build still passes, including the existing gametest suite.