ArchitectureCraft: Renovated

A 1.12.2 continuation of ArchitectureCraft: Bugfixes, a refreshed UI, rebuilt rendering, enhanced shader support, and many new shapes to decorate your builds with.
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architecturecraft-renovated.3.108-0.5

File namearchitecturecraft-renovated.3.108-0.5.jar
Uploader
TheRealNeeyoTheRealNeeyo
Uploaded
Nov 15, 2026
Downloads
38
Size
1.0 MB
Mod Loaders
Forge
File ID
9623543
Type
R
Release
Supported game versions
  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:architecturecraft-renovated-1801666:9623543")

Learn more about Curse Maven

What's new

A follow-up to 0.4. It makes redrawing a build of shapes cheap, adds The One Probe support, makes a shape need the same tool its material needs, and gives a shape the second texture layer and the shader block id of the block it was cut from.

Fixes

  • Building next to shapes no longer stutters. Redrawing a chunk that holds shapes read the world's light once per vertex, and re-read each shape's own light value for every sampled cell; repeated neighbour checks behind the translucent seam culling cost a full re-render each time. The light is now read once per shape and remembered per cell, and the neighbour checks are cached. A dense wall re-bakes roughly three to four times faster: a freeze that felt like two seconds in our test world fell below half a second. Roof and window shapes read their neighbours while drawing, so they are deliberately left uncached and look exactly as before.
  • A shape needs the tool its material needs. Every shape used to be treated as needing no tool at all, so a stone or obsidian shape dropped to a bare hand while its material would not. Shapes now ask the material they were cut from, through the harvest check that knows where the block is. Wood and dirt shapes are unchanged; stone and metal ones want the pickaxe they should.

Additions

  • The One Probe support. Probing a shape shows its name and material with the mod name, the cladding when there is one, the light a glowing shape gives off, the arms a wall or fence has connected, and, while sneaking, the texture turn or mirror the paintbrush set. The tool line and its check mark come from The One Probe itself, so they match every other block; holds the right tool and the mark is green, the wrong one and it is red. Russian translations are included. The integration is optional: with The One Probe absent nothing is loaded and nothing changes.
  • Shapes keep their material's glow. Many blocks are drawn as a base plus a second, emissive layer switched on per position: GregTech's active casings, lamps, sintering bricks and running machines. A shape carries one sprite per face, so it drew only the base, which is why a wedge cut from an active block looked like plain bricks while the block beside it glowed. A shape now draws that second layer too, in the same render layer the material itself uses and at full brightness over the base. Textures that replace the base rather than glow over it are left as they were: a running machine's shape looks running, not lit.
  • A shader pack can tell what a shape is made of. A pack reads block ids from the chunk it is given, and every shape is the same block with only a light value in its state, so a lamp cut from a lamp did not light the scene. With Demonica installed, a shape now reports the id of the block it was cut from, and the pack's existing per-block rules apply to it: emissive lamps, coloured light through glass, material class. Translucent materials are matched per state, so a stained glass shape keeps its colour. With no Demonica nothing is resolved; with shaders off nothing is stamped.
  • Mod options that stick. Both switches are in the mod's config screen, Overlay layer and Shader material ids, on by default. They take effect without restarting and are written back to the config file. Until now the screen edited nothing at all: the mod's config class was never registered with the loader, so the file kept its defaults.

Requirements and install

  • Minecraft 1.12.2, Forge 14.23.5.2860, Java 8. Cleanroom 0.7.x works too.
  • No required dependencies. The One Probe support appears once it is installed. The shader block ids need Demonica — a single jar, which carries the Iris-based pipeline and its own Celeritas build — and do nothing without it or with shaders switched off.
  • Drop the jar into mods/ and start the game. Existing worlds keep their shapes and their orientation.
  • Both switches live in the mod's config screen and in config/architecturecraft.cfg. The overlay is only built for materials that have a second layer, so the setting costs nothing on everything else.

Known limitations

  • The six tool item models are still generated at runtime. Circular Saw Blade, Chisel, Hammer, Large Pulley, Paintbrush and Cladding have textures but no model files in the jar; a bundled resource-pack generator builds them per item on demand, and the Sawbench is the exception with a real model. Where that generator does not run, or where a resource pack ships those paths and shadows it, the tools show the missing model while the Sawbench renders normally. Shipping the files is the fix; this build does not do it yet.
  • Shader ids only help where the pack already knows the block. The shape reports the id of the material it was cut from, and if the pack has no entry for that block it finds no rule, so the shape looks exactly as before. Lamps are recognised by name and by the bloom property GregTech gives them, which covers GregTech and SUSY; a light source from another mod may report a state the pack does not map. The integration is reflection only, so a Demonica update that renames that API makes shapes quietly report their own state again instead of failing loudly.
  • The overlay layer appears only where the material has one. A block whose model draws a single sprite is unaffected by the setting, and the extra geometry is only paid for materials that actually have a second layer.

Full changelog: https://github.com/NeoRussia/ArchitectureCraft-Renovated/blob/1.12/CHANGELOG.md

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