SDK
Native AdapterCore Guide
AdapterCore bridges module contracts across native, NeoForge, and standalone runtimes.
Native AdapterCore Guide
AdapterCore bridges module contracts across native, NeoForge, and standalone runtimes.
Use descriptor runtime targets to keep behavior explicit and avoid loading runtime-specific code in the wrong environment.
Receipt-Backed Gameplay Mutations
Gameplay mutations must return typed evidence. A MUTATED AdapterCore result is release-proof only when it includes a NativeMutationReceipt with before/after host state, save-write evidence, HUD/event evidence, or packet/event evidence.
Use EchoAdapterCoreGameplayMutationService when a Native backend is available. It accepts EchoNativeServiceMutation requests for inventory, player state, world blocks, structures, block entities, capabilities, save data, HUD, packets, and events, and returns EchoNativeMutationReceipt records. Reflection fallbacks are allowed during beta compatibility only when they can produce an equivalent typed receipt; otherwise they should report UNSUPPORTED.
Queued handoffs and diagnostic-only reports are useful telemetry, but they do not count as release proof. Ashfall first-join and machine flows are the reference implementation for this model.