Cache world on all render passes in case some mod disables the first pass.
Skipp toss event for null entity items. Closes #732
Updated FML:
MinecraftForge/FML@913f6f6d36bd179db7c147db0485e99dee693933 Try and use the relaunch log, which should be classloaded..
MinecraftForge/FML@ac065ff5f76b6c512b346366107efde66e9e1c88 Reset the IWorldGenerator seed for each mod, before calling. That should mean worldgen is consistent and not dependent on mod ordering, or mod sideeffects.
Allow multipass RenderItem rendering for terrain icons too. Should fix sengir's saplings.
In the time honoured tradition of trying to fix vanilla, we today attempt to patch the pathfinding AI so that it doesn't lag when
there's a lot of entities. Basically, if the zombie can't reach the villager, backoff subsequent pathfinding attempts. Hopefully
should really help with lag caused by zombie swarms.
Updated FML:
MinecraftForge/FML@b993cf4a9825865b3a8a0c7b083c23d56dbd1d6f More exception handling for less derpiness.