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description: Run old stuff on a new machine that claims you can't run it!
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# Updating From Legacy To Neo

Due to technical limitations of modding (inability to update consistently where features can port to newer versions perfectly without tons of hassle and delay), Thingamajigs Neo edition will not be absolutely perfect in terms of items and blocks. The Forge version of this mod isn't effected, as it won't be updating past 1.20.1. The Neo version of Thingamajigs has skipped 1.20.2,.3,.5, and .6 and is going forward starting at 1.21+ from now on. Thingamajigs Neo for 1.20.4 exists, but won't be updated.

Remember to backup your worlds before you update to Thingamajigs Neo 1.7.3+. Forge version  players don't need to worry about anything, your version of the mod will stay the exact same.



Here are some pointers for whats changed in 1.21 Thingamajigs Neo:



The DJ Laser Light will NOT look or work the same way it did before due to technical changes that break the BE, BER, and Block entirely.

The DJ Laser Light has an updated interface. The same UI background, but, it has a few new features that are an upgrade from the original (and somewhat stable too!).

Colors are not defined by touchy RGB sliders anymore, but one text box. Type in a HEX Color code and press the '->' button (to the right of the text box) to update the color. The laser will change to that color. Below the text box is a 'Reset Color' button, which will reset the color to HEX Color "FFFFFF", which is the color white. Note that the text box checks for _most_ invalid characters but not all variants in all languages (Japanese, Hebrew, Arabic, Chinese, etc, etc). The only excepted values are the default HEX ones, from "000000" to "FFFFFF". The text box also accepts lowercase hex characters 'a,b,c,d,e,f'. This is because the interpreter for color accepts lowercase and uppercase valid characters.

You will get a message (when you enter invalid characters and press the '->') for known invalid characters instructing you to use only HEX Value Characters of "0-9", and "a-f". Along with this, the saved data to the world and BE will be updated to the default value to ensure no errors on world restart. Each method is checked multiple times to ensure the values are _always_ valid, which may be slower on processing speed, but is more secure and safer for servers and singleplayer worlds.

All old angle changing, oscillation changing and size buttons, etc., etc., have returned but in a more organized fashion, allowing for more ease-of-use. This includes larger limits for size and angular movement range (the old mod severely limited angles and such for processing math speed, and some other reasons, such as faster client rendering, which really wasn't being used much in the first place).

One brand new feature is the ability to change the texture of the actual laser itself. This is experimental, however, has been tested to work. It is exclusive for singleplayer/multiplayer cheating only (which means you need 'cheats' (called 'commands' in the world creation screen) in order to be possible). You'll need to use the "data" command in order to use this feature.

An example of how to modify this data in the BE is:

/data modify block 46 -60 6 lasertextureloc set value "minecraft:textures/block/warped\_stem.png"

Note that the "46 -60 6" is the block position, which must be set to the block you are looking at to modify. The "lasertextureloc" is the path you are modifying (the key that has the value stored in the BE). The "minecraft:textures/block/warped\_stem.png" is the full path to a texture PNG file, whether that is in a resource pack or MC itself, or Thingamajigs (which would be "thingamajigs" instead of "minecraft"). Note that the ":" and the file extension ".png" **MUST** be present in this string for this data to be valid, otherwise, you'll see a placeholder texture, or may break the BE, crashing the world (if things go horribly south for some reason). Note that the "textures/block/warped\_stem" can be any texture you can find under any mods' or MC's "textures" directory (which includes any .PNG file you can find in the default resource packs for ANY mod or the vanilla game). If the file you specify doesn't exist, you may see a placeholder texture along with an error report (whether in the logs or if you accidentally crash the game). The checks for this feature are few but good enough based on testing. Do not intentionally specify invalid textures as the default one will be applied if there are issues with the custom one (as of right now, transparency is NOT supported, due to technical limitations, and brain power, of the modder; sorry guys.... :/ ).



One more feature about the DJ Laser light is that it supports Light Modes for the first time. These were present in the old mod, but weren't used. Now they are, along with a 'Light Show'.

To modify the laser to use these "shows" and "modes" type the following command:

/data modify block 46 -60 6 light\_mode set value 0

Change the "46 -60 6" to the position of the DJ Laser Light block so that it actually works.

You can also change  the "0" at the end of the line to any value that is valid. Right now, the only valid values do things:

0 - "Default"

1 - "Random Colors"

More modes may be added in the future. Only time will tell, for now, that is it on the NEW DJ Laser light features in Neo Thingamajigs 1.7.3+. Note that "Laser Shows" don't exist yet but the value that stores them is implemented, but unused and never actually does anything for now. It may look like this in the future: "show:lm:0,lm:1,dur1:5.25,dur2:7.72,rep:inf".



Note that the old discontinued deprecated code is removed from Thingamajigs 2 (in fact, you may notice the file size will be slightly smaller than usual).

This also effects the Mobile Phone block, as it used features that were changed in MC 1.21+. This means the mobile phone's UI and Sounds will NOT be returning in future versions of Thingamajigs Neo past 1.7.2.

Blocks are being condensed (when possible or when wanted) so that class inflation doesn't happen (too many '.class' files that are all basically the same thing with same functionality, and are redundant).

Road stuff is being removed (signs, mostly, nothing that is considered a generic decoration) and being separated into an addon (at some point in the future).

Purifying Items and Sludge/Byproduct stuff + Converter do not fit the decoration aspect of the mod, so they are being removed from the Neo version of the mod, and will be put back in an addon at some point when possible.

These are all the game breaking changes that are coming to Thingamajigs Neo 1.7.3+.

Thingamajigs is called Thingamajigs 2 for the Neo version. Install some Thingamajigs 2 addons in order to add back old content not in the base mod anymore. Just search "Thingamajigs 2" on CurseForge or Modrinth to find addons for Thingamajigs 2.



For fun and jokes, you can call Thingamajigs Neo 1.7.3, the "big split" update.
