V2 - #142
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Replace null/FUEL with a proper NONE sentinel in the fallback RodType and DEFAULT_ROD_TYPE to avoid ambiguous default behavior. Adds NONE to the TypeRod enum accordingly.
…ods config Guard proximityRodHeat with Math.max(1, ...) to avoid ArithmeticException when the value is 0. Also removes the now-unused CRods config section from CNCCommon.
…ession Removes the anti-radiation helmet cloth item property callback (dead code with debug log) and the now-unnecessary @SuppressWarnings("removal").
…methods Delete the CNCommonProxy base class and the DistExecutor-based PROXY field. CNClientProxy is now a standalone @onlyin(CLIENT) class with static methods, and CreateNuclearClient no longer extends it. All proxy call sites updated to use direct static access.
RodType.proximityRodHeat and the graphiteProxyMalus config are now float to support values like -0.25. Codec, tooltip format (%d → %.2f), and fallback JSON updated accordingly.
V2 iodine effect
…ring Replace the String-based sendActionBar signature with MutableComponent to avoid unnecessary .string() calls at call sites. Add a LangBuilder overload for convenience. Update ReactorAssembler, ReactorControllerBlock, and ReactorControllerBlockEntity accordingly, and standardise notification translation keys under the createnuclear.notification.* namespace.
V2 advancement2
…sualState enum Drop the reactor_controller_ prefix from generated model files (off/on/standby) and update the blockstate references accordingly. Replace the ad-hoc suffix string logic in ReactorControllerGenerator with a ControllerVisualState enum for clarity.
Replace all String-based sendTitle and quickAlert signatures with MutableComponent variants and add LangBuilder convenience overloads for all three methods. Streamline getTargetPlayers with streams and add full Javadoc to the public API. Update all call sites in ReactorAssembler and ReactorControllerBlockEntity accordingly. Also removes a stale warn log from getAdvancement().
Replace leftover MOON_*/MARE/LUNASLATE identifiers with domain-appropriate names (IS_IRRADIATED_PLAIN, ENRICHED_SOUL_SOIL, LEAD_ROCK, etc.) and update the noise settings random_name to match. Also changes heat accumulator to double, uses getF() for the cooler proxy config, switches the alarm to REACTOR_ALARM_2, adds RodType.toString(), and removes CNSounds.java.
Extend RadiationRegistry with a biome map and Builder.biome() method. RadiationCapability now tracks the player's current biome, recomputes radiation on biome change, and adds a getRawBiomeRadiation helper. Register the irradiated plain biome with a value of 25. Also adds lastBiomeLocation to IRadiationCapability/RadiationCapability and extracts item radiation logic into computeItemRadiation().
Enhance fluid rendering and update reactor input textures
…andling on block removal
…em as confirmed status quo - §0: add a 2026-07-14 documentation-only update confirming the §3/§7 item 9 status quo — RadiationCapability.tickRadiation's lack of an inventory dirty-check for non-player LivingEntity is analyzed in depth and kept as-is, since the mob scan (6 slots, O(1) HashMap lookups via RadiationRegistry) is too small for a player-style hash (41 slots) to pay off, and the rest of tickRadiation likely dominates per-mob cost anyway. - §3 table: rewrite the RadiationCapability.tickRadiation row from "point à surveiller" to "statu quo recommandé", summarizing why hashing 6 slots wouldn't be cheaper than the direct computation it would replace, and that event-driven invalidation (LivingEquipmentChangeEvent) — not a hash — would be the only approach worth revisiting if profiling ever flags this loop as hot. - §7 (item 9 "à surveiller"): update the watch-item description with the same summary and §8.2 cross-reference. - §8.2: add a detailed rebuttal with code references (RadiationCapability.java, RadiationRegistry.java) covering: the 41-vs-6-slot asymmetry, why hashing wouldn't be cost-effective at mob scale, why the rest of tickRadiation likely dominates the per-mob cost regardless, the event-driven invalidation fallback if profiling ever justifies it, and a clarification that computeItemRadiation(Player) intentionally excludes player armor since no armor item in this mod is a radiation source (only resistance equipment).
…as still open - Coverage-limits note (intro): mark B7, B10, B17 and B18 as re-verified by direct code reading instead of "neither confirmed nor refuted"; note that the unnumbered "minor" list from AUDIT_V1.md §2 is still entirely unverified. - §1 (bug table): add a new open bug row for IrradiatedOverlayRendererVision (foundation/events/overlay/IrradiatedOverlayRendererVision.java:23) — ex-B10 — mc.gameMode.getPlayerMode() is called with no null-guard on mc.gameMode, which can be null during world (re)load; the existing mc.player null-check happens later in the method and does not protect this earlier access. One-line fix identified but not yet applied. - §8.2 (refuted/closed investigations): add two new entries refuting legacy AUDIT_V1.md claims after direct code inspection — CNNoiseData.bootstrapRegistries (B7): EROSION noise parameters are in fact registered, contrary to the "entirely commented out" claim; RodsTooltipHandler (B17): the namespace check is confirmed intentional (explicit in-code comment) to avoid double tooltips on mod rods already handled via Registrate's setTooltipModifierFactory, not an accidental inversion.
- Relocate ClientEvents from the createnuclear root package to net.nuclearteam.createnuclear.foundation.events, aligning it with the rest of the foundation/events/* classes (e.g. the overlay renderers). - Update the package declaration and add explicit imports for CNClientProxy and CreateNuclear (previously implicit same-package references from the root package). - No behavioral changes: nuke flash/shake ticking, camera-shake computation, and anti-radiation armor model-part hiding logic are unchanged.
…gister them under the "client" mixin block - Relocate CameraAccessor, GameRendererMixin and RadiationHeartMixin from foundation.mixin to a new foundation.mixin.client subpackage, and update ClientEvents' import of CameraAccessor accordingly. - createnuclear.forge.mixins.json: move RadiationHeartMixin, GameRendererMixin and CameraAccessor out of the common "mixins" list into the "client" list (with their new "client." prefix), so they are only applied on the client distribution instead of being loaded on dedicated servers; also drop the now-unused "accessWidener" entry. - Rename mixin injector methods to the "CN$" prefix convention (cn_tick -> CN$tick, cn_render -> CN$render, createnuclear$changeHeartTexture -> CN$changeHeartTexture) for consistency across the mixin classes. - RadiationHeartMixin: fix VANILLA_ICONS to use the single-argument ResourceLocation constructor (implicit "minecraft" namespace) instead of the deprecated explicit-namespace constructor.
…single Holder - RodType and ReactorFluidType now hold a single Holder<Item>/Holder<Fluid> (fields renamed item/fluid) instead of a HolderSet<Item>/HolderSet<Fluid> that always contained exactly one entry in practice; codecs switch from RegistryCodecs.homogeneousList to RegistryFixedCodec, and generated JSON data (fluids/type/*.json, rods/type/*.json) is regenerated with the singular "fluid"/"item" fields instead of "fluids"/"items" arrays. - RodType.Builder.addItems(ItemLike...) is replaced by a single-item item(ItemLike) setter; ReactorFluidType.Builder.fluid(...) now replaces rather than accumulates. Update all call sites (ItemRodTypesValue, CNRodTypes javadoc, DefaultHeatCalculator's rod.items().size() > 0 checks switched to rod.isNotEmptyItem()). - Default sentinel instances (ItemRodTypesValue.DEFAULT_ROD_TYPE, ReactorFluidTypesValue.DEFAULT_REACTOR_FLUID_TYPE) now use Items.AIR.builtInRegistryHolder() / Fluids.EMPTY.builtInRegistryHolder() instead of an empty HolderSet, and isNotEmptyItem()/isNotEmptyFluid() check identity against AIR/EMPTY instead of checking set size. - ReactorFluidType: remove the unused useConfig/setRodConfig config-override mechanism (dead code — the CNConfigs lookup was already commented out) along with its now-redundant maxHeat()/ efficiency() overrides. - toString() on both records is updated to report the single fluid/item name instead of joining a list.
…echanism discrepancy
- CNConfiguredFeatures: bump lead ore's OreConfiguration vein size
from 10 to 12.
- CNPlacedFeatures: rebalance ore placement counts — uranium 5 -> 4,
thorium 8 -> 6 per chunk, and reduce striated_ores_overworld
frequency from "on average once every 1 chunk" to once every 64
chunks (was effectively placed almost everywhere before).
- Regenerate the corresponding datagen output
(worldgen/configured_feature/lead_ore.json,
worldgen/placed_feature/{striated_ores_overworld,thorium_ore,uranium_ore}.json).
- AUDIT_ACTUEL.md: add a new "on hold" §2 note (per user request,
2026-07-25) flagging that Nitrate Ore's loot table uses vanilla
minecraft:ore_drops while Thorium/Uranium use set_count +
uniform_bonus_count — a pattern inconsistency to resolve later
(harmonize or document as intentional), not addressed in this
change.
…add its Reinforced Glass Bottle recipe chain
- Rename BiomeRestoreCellItem -> BiomeIrradationExtractorItem and the
registered item biome_restore_cell -> biome_irradiation_extractor
("Biome Irradiation Extractor"), updating every reference
(CNItems, CreateNuclearClient, CNBuilderTransformers) and the item
model/texture path from item/biome_restore_cell/* to
item/biome_irradiation_extractor/*. Old biome_restore_cell models
and textures are deleted; new biome_irradiation_extractor models,
advancement and lang entries are generated in their place.
- The extractor is no longer a standalone craftable item: it now has a
shaped crafting recipe (8x) from 8 Reinforced Glass Bottles + 1
Nether Star, gated behind a new has_reinforced_glass_bottle
advancement/unlock, and its max stack size changes from 1 to 16.
- Add a new REINFORCED_GLASS_BOTTLE item (CNItems), craftable (3x)
from Reinforced Glass in a diamond pattern, with its own generated
model, recipe and texture.
- CBiomeRestore config: lower the default maxCharge from 16 to 8, and
remove the now-unused alwaysShowBar option (and its comment).
- tooltips.json: add a beta-warning tooltip and a
biome_irradiation_extractor restorations-counter tooltip
("Restorations: %d / %d"); minor unrelated whitespace cleanup
(removed stray blank lines).
- Regenerate affected datagen output: en_us.json/en_ud.json lang
files, the .cache index, and new recipe/advancement JSON for both
biome_irradiation_extractor and reinforced_glass_bottle.
…ts across CNC* classes
- CRods: rename fields to a consistent noun-first style
(baseValueUranium -> uraniumBaseValue, uraniumProxyBonus ->
uraniumProximityBonus, baseValueGraphite -> graphiteBaseValue,
graphiteProxyMalus -> graphiteProximityMalus) and remove two
already-commented-out dead config entries (maxHeat,
rodFuelMaxForCoolerRod) along with their now-unused comments.
Update every call site: CNItems (rod registration), and the
DefaultHeatCalculatorGameTest assertions.
- CNotify: rename distanceOfWarning -> warningDistance and its TOML
key to snake_case; update all four call sites (ReactorAssembler,
ReactorControllerBlock, IExplosionService,
ReactorMeltdownMonitor). Fix CNCServer's copy-paste bug where the
notify field was built with Comments.ratio instead of a proper
notify comment.
- CWorldGen: invert disableWorldGen (default false) into
enable/EnableWorldGen (default true), and update
ConfigPlacementFilter.shouldPlace to match the flipped polarity.
- CRadiation: reorder configuredLists to be declared after the
scalar fields, rename the entityBlackList TOML key to
entity_blacklist, and substantially trim/rewrite the verbose
multi-paragraph comments (enabled, radiationLevel1-3,
amplifierLevel0-2, list, blackListEntity) into concise single-line
or shortened descriptions.
- CNCClient: rename TOML keys nuclearBombFlash -> nuclear_bomb_flash
and screenShaking -> screen_shake to snake_case, make screenShaking
final, and reword both comments.
- CNCCommon: reword the worldGen comment.
- tooltips.json: fix a missing space in the enriched_soul_soil
tooltip ("fire_.Can" -> "fire_. Can").
- Regenerate affected datagen output (en_us.json, en_ud.json, the
.cache index) to reflect the renamed config-adjacent lang entries.
- Add an explicit import for ForgeConfigSpec.ConfigValue and use the unqualified ConfigValue<List<? extends String>> type for ENTITY_BLACKLIST instead of the fully-qualified ForgeConfigSpec.ConfigValue reference. No behavioral change.
…mity math asymmetry - DefaultHeatCalculator.computeHeat: read the rod pattern directly from the blueprint item via ReactorBluePrintItem.getItemStorage(...) (an ItemStackHandler) instead of manually parsing raw "pattern"/ "Items" NBT compound tags — removes the ListTag/Tag NBT walk in favor of the same accessor GameTest fixtures already use. - Rewrite the fuel/cooler proximity scoring to be symmetric: a fuel rod's neighbor scan now only ever contributes when adjacent to another fuel rod (RodType.TypeRodPredicate.isFuel), and a cooler's scan only contributes when adjacent to another cooler (isCooled) — replacing the previous asymmetric logic where a cooler never scored anything and a fuel-next-to-cooler used a fuel.base/cooler.proximity division. Add the RodType(RodType) new isFuel/isCooled predicate overloads used for this. NOTE: this changes DefaultHeatCalculatorGameTest's asymmetry test from correct to outdated — that test still asserts the old fuel/cooler division behavior and needs re-verification against this new logic. - computeHeat now skips TypeRod.NONE rods explicitly and clamps the final result to a minimum of 0 (Math.max(0, heat + overHeat)) instead of allowing negative heat. - Thread a new previousHeat/currentHeat parameter through the whole heat-calculation call chain (IHeatService, DefaultHeatService, HeatManager, IOverheatController, DefaultOverheatController, IReactorHeatUpdateCoordinator, ReactorHeatUpdateCoordinator, ReactorControllerBlockEntity) so DefaultOverheatController can force the overheat timer to increment once the reactor's heat exceeds its active fluid's configured maxHeat, in addition to the pre-existing fluid-shortage/negative-ratio conditions. - Minor cleanup: drop unused imports in HeatManager, remove a stray blank line in ReactorControllerInventory, and remove a dead `formattedPattern[j][k] == 99` sentinel check in DefaultHeatCalculator (now unreachable since slots are matched by value, not sentinel).
… cooler-to-cooler - DefaultHeatCalculator.computeHeat: correct the cooler branch's neighbor check — the previous commit's rewrite still compared isCooled(rod) && isCooled(neighborRod), which never triggers a cooler's own contribution (two coolers never award heat to each other under this formula); now correctly checks isCooled(rod) && isFuel(neighborRod), matching the external design spec's "Graphite extra: -1/4Q of the heating rod" and the reference JS calculator (verified 128 on both sides for the [G,T,G]/[T,U,T]/[G,T,G] pattern). - AUDIT_ACTUEL.md: document this fix in §0 (commit 691dfb1 + this follow-up), close the §2.2 fuel/cooler asymmetry item as resolved, update §3's GameTest coverage row and add a new ReactorFluidType.maxHeat() row noting it's no longer dead code, update §7 item 6's optimization note, and add the corresponding §8.1 changelog row — all cross-referencing that DefaultHeatCalculatorGameTest still asserts the old (now incorrect) division-based behavior and needs to be rewritten to match.
…a and add a 3x3 wiki-reference test - DefaultHeatCalculatorGameTest: rename and rewrite test 3 (fuelCoolerMix_onlyFuelScansContributeProximityHeat_coolerAdjacencyIsAsymmetric -> fuelCoolerMix_coolerScansItsOwnFuelNeighborsSymmetrically) to assert the current cooler-scans-fuel-neighbor multiplication formula (neighborRod.baseRodHeat() * rod.proximityRodHeat()) instead of the old fuel-scans-cooler-neighbor division formula, per the DefaultHeatCalculator fix landed in the previous commit. - Fix test 2 (singleCoolerRod_noNeighbors_addsOnlyItsOwnBaseRodHeat): computeHeat now floors its result at 0 (Math.max(0, heat + overHeat)), so an isolated cooler's negative baseRodHeat was previously being swallowed by the floor and the test's -32 expectation was unreachable; add a large overHeat (50) to keep the total positive and actually exercise baseRodHeat's contribution. - Add a new test 4 (threeByThreeDiamond_matchesWikiCalculatorReferenceValue) covering a full interior 3x3 rod pattern (4 corner graphites, 4 edge thoriums, 1 center uranium), asserting against a config-derived expected value that matches the community wiki calculator's reference result of 128 for this pattern under default balance. - AUDIT_ACTUEL.md: update §2.2, §3's GameTest coverage row, and the §8.1 changelog entry to record that DefaultHeatCalculatorGameTest is now up to date with the corrected formula, and document the in-game GameTest run (./gradlew runGameTestServer, 30 tests, 3 failures — 2 already-known/expected ReactorInputFluidManager over-extraction contract markers, 1 fixed here from the new Math.max(0, ...) floor).
…he O(81) position lookup - DefaultHeatCalculator: replace the per-rod double loop over the full 9x9 formattedPattern grid (used just to relocate a rod's own slot before scanning its neighbors) with a static NEIGHBORS_BY_SLOT map (Map<Integer slot, List<Integer> neighborSlots>), built once via buildNeighborsBySlot() from the pattern/offsets. computeHeat now looks up a rod's neighbor slots directly instead of re-scanning all 81 grid cells per rod (~57x81 ≈ 4617 iterations/tick on a full reactor down to O(1) map lookups), matching the low-risk optimization already tracked in AUDIT_ACTUEL.md §2.2/§7. - formattedPattern/offsets fields become static final FORMATTED_PATTERN/OFFSETS constants shared across instances instead of being rebuilt per DefaultHeatCalculator instance. - No behavioral change: neighbor resolution order and the fuel/cooler proximity formulas are unchanged.
…_ACTUEL.md, cross-referenced to 37613d8 - §2.2: mark the remaining O(81) position-lookup loop as resolved (commit 37613d8), pointing to the new §8.1 entry instead of repeating the recommendation inline. - §3 (multiblock optimization table): flip the DefaultHeatCalculator.computeHeat row from "partially fixed, low priority" to "fixed, closed", referencing the new NEIGHBORS_BY_SLOT map and commit 37613d8. - §7 (priority 6, minor optimizations): mark the slot->neighbor precompute item as done, describing NEIGHBORS_BY_SLOT and buildNeighborsBySlot(). - §8.1 (changelog table): correct the previous fuel/cooler-asymmetry entry's hash reference (drop the "+ correctif suivant... non commité" placeholder, now that that follow-up has its own commit), and add a new changelog row for 37613d8 documenting the O(81) -> O(1) neighbor-lookup optimization (FORMATTED_PATTERN/OFFSETS made static final, new precomputed NEIGHBORS_BY_SLOT map), noting it is a no-behavior-change performance fix.
…mble/disassemble sound events - CNSoundEvents: rename the NUCLEAR_EXPLOSION_RINGING sound entry from "explosion/nuclear_explosion_ringing" to "explosion/ringing", matching the renamed audio asset (nuclear_explosion_ringing.ogg deleted, replaced by the new ringing.ogg). - NuclearMushroomCloudParticle: fix the ringing playback to actually use CNSoundEvents.NUCLEAR_EXPLOSION_RINGING instead of NUCLEAR_EXPLOSION_SHOCKWAVE (kept as a commented-out reference). - ReactorControllerBlock: switch the assemble/disassemble sound effects from REACTOR_ACTIVATION/REACTOR_SHUT_OFF to the dedicated MOTOR_ASSEMBLE/MOTOR_DISASSEMBLE sound events. - gradle.properties: bump mod_version from 2.0.17-beta-sound to 2.0.17-beta-sound2. - Regenerate affected datagen output (sounds.json, en_us.json, en_ud.json, .cache index entries) to reflect the renamed sound file.
…version - IrradiatedBiomes: register a new .backgroundMusic(new Music(...)) entry for the irradiated_land biome, reusing the same BIOME_WASTELAND sound event as the ambient loop sound (min_delay 0, max_delay 300, replace_current_music true). The existing .ambientLoopSound(...) call is kept but flagged in a new comment as pending replacement by a dedicated ambient-loop sound distinct from the background music. - BiomeIrradiationService: add unused ServerPlayer and CreateNuclear imports (no behavioral change yet in this diff). - gradle.properties: bump mod_version from 2.0.17-beta-sound2 to 2.0.17-beta-sound3. - Regenerate the corresponding datagen output (worldgen/biome/irradiated_land.json gains a "music" block; .cache index updated).
…verheat, in addition to fluid conditions - Add new HeatBalance record (content/multiblock/reactorLogic) holding weighted heatPoints (fuel) and coolingPoints (cooler) sums, with a resolve() method comparing their ratio against the wiki-reference 6:1 TARGET_RATIO to produce an EquilibriumState. - Add new EquilibriumState enum (OVERHEATING / BALANCED / OVERCOOLING); only OVERHEATING currently drives behavior (BALANCED/OVERCOOLING are placeholders for a future status display / output bonus-malus). - Move heat-balance computation from a static ReactorHeatUpdateCoordinator.calculateActualTotalHeatRatio(...) helper into the IReactorHeatUpdateCoordinator interface as an instance method calculateHeatBalance(...), now returning a HeatBalance instead of a single int — it separately accumulates heatPoints for FUEL rods and coolingPoints for COOLER rods (each weighted by RodType.ratio()) instead of summing every rod's heatRatio into one signed total. Document all four IReactorHeatUpdateCoordinator methods with full parameter Javadoc. - DefaultOverheatController.updateState: take a HeatBalance instead of a raw totalHeatRatio int. The overheat timer now escalates on two independent malus points — rodMalus (HeatBalance.resolve() == OVERHEATING) and fluidMalus (insufficient fluid / exceeds fluid maxHeat) — and when both are active simultaneously, overHeat increases by 2 per tick instead of 1, and overFlowLimiter decreases by the same malusPoints count (floored at 2) instead of always by 1. - Thread the new HeatBalance type through the whole heat-calculation call chain in place of the old totalHeatRatio int: IHeatService, DefaultHeatService, HeatManager, IOverheatController, ReactorHeatUpdateCoordinator, ReactorControllerBlockEntity (new heatBalance field, initialized to HeatBalance(0, 0), now populated via heatCoordinator.calculateHeatBalance(...) instead of the removed static helper). - RodType: rename the heatRatio field/accessor/builder methods to ratio (and its codec key "heatRatio" -> "ratio", default unchanged at 1); update all call sites (CNItems rod registration, RodsStats tooltip, ReactorBluePrintMenu's totalHeatRatio -> totalRatio local var and NBT key "totalHeatRatio" -> "totalRatio"). - CRods: change graphiteHeatRatio's default value from -6 to 1, since cooling/heating weighting is now handled by HeatBalance's separate heatPoints/coolingPoints sums rather than by sign. - tooltips.json / regenerated en_us.json, en_ud.json: rename the "heatRatio" tooltip key to "ratio" and reword its text to "Rod Value for ratio: %d".
…unused worldgen imports - ReactorOutputEntity: remove the dead/unused controllerEntity, controller fields and their setController(...)/setSpeed(...)/ getDir()/setDir(...) accessors, plus the overridden tick() method that looked up the reactor controller 3 blocks above and force-set speed to 0 whenever it wasn't found or wasn't assembled — none of this was reachable from outside the class and getGeneratedSpeed() never consulted these fields. Also drop now-unused imports (BlockGetter, Level, CNBlocks, ReactorControllerBlock, ReactorControllerBlockEntity, the static DIR import), a stray commented-out ScrollValueBehaviour field/getGeneratedSpeed body, and redundant blank lines; make the inner ReactorOutputValue class static since it no longer needs an outer-instance reference. - IrradiatedBiomes: remove unused imports (Carvers, MiscOverworldPlacements, GenerationStep) left over from prior worldgen cleanup.
V2 correctif audit
extractFluids never decremented fluidNeeded between handlers, so the requested amount was treated as a per-input quota instead of a total: a reactor asking for 10 units with two fluid inputs holding 10 each drained both, removing 20. The more inputs the player placed, the faster the coolant vanished. An `if (toExtract > 1)` guard also silently dropped requests for exactly one unit, which is what FluidConsumptionRateCalculator asks for at the low end of the consumption curve, so the smallest reactors leaked their buffer accounting. The loop now tracks what is left to extract, stops once satisfied, and subtracts what the handler actually returned rather than what was asked of it. The Javadoc claimed "true if the full amount was extracted" while the code returned true on any partial extraction. The code's behaviour is the right one - the reactor should consume whatever coolant it can reach rather than refuse to run - so the Javadoc now documents that instead. The two gametests that pinned the buggy behaviour are removed, and extractFluids_returnsTrueEvenWhenNotFullyExtracted_javadocMismatch is renamed now that there is no mismatch. runGameTestServer now runs 28 tests and exits 0. The identical fix is applied to the NeoForge branch, keeping the two implementations byte-identical. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
…tractorItem Pendant d'un renommage fait cote NeoForge, ou 8 fichiers portaient un nom different du notre pour un contenu identique (section 1 de PARITE_FORGE_NEOFORGE.md). Sept ont ete alignes sur Forge. Celui-ci est le huitieme, et le seul ou la faute etait de notre cote : nous ecrivions "Irrad-a-tion", NeoForge ecrivait deja "Irrad-ia-tion". Aligner NeoForge sur nous aurait propage la faute dans les deux depots. Renommage de classe uniquement. BiomeIrradiationExtractorItem.TAG vaut "biome_restore" et l'item reste enregistre sous "biome_irradiation_extractor" : aucune ressource, aucune cle de lang et aucun monde existant n'est touche. Verifie : compileJava passe, et le diff d'arborescence entre les deux depots ne liste plus ce fichier. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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