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BetaMoon

A Lua based Scripting Engine for MC b1.7.3
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0.8.0

File namebetamoon-0.8.0.jar
Uploader
MrP1ggoMrP1ggo
Uploaded
Oct 17, 2026
Downloads
2
Size
3.5 MB
Mod Loaders
ForgeRisugami's ModLoader
File ID
9228167
Type
B
Beta
Supported game versions
  • Beta 1.7.3

Curse Maven Snippet

Forge

implementation "curse.maven:betamoon-1750754:9228167"

Learn more about Curse Maven

What's new

0.8.0

BetaMoon 0.8.0 adds deterministic world generation, custom fluids, animated textures, and Lua input maps for game-specific controls.

Custom fluids

  • Add keyed custom fluids with explicit non-adjacent flowing/still block pairs, bounded Beta-style flow policies, renewable-source rules, safe displacement, and reload-retained native identities.
  • Add identity-aware fluid rendering with independent still/flowing textures, tint, render pass, light, and opacity.
  • Add optional filled buckets, source-only vanilla-bucket collection, Nether evaporation for water-preset buckets, fluid lookup/references, advanced block/item binding, and deterministic metadata-aware interaction rules.
  • Prevent vanilla bucket fallback from collecting custom sources without a valid bucket, check selected and destination permissions, and preserve held containers whenever collection or placement mutation fails.
  • Route vanilla lava-water hardening through the shared identity-aware interaction evaluator when BetaMoon's native hooks are active, preserving native metadata outcomes without matching custom fluids by carrier material.
  • Add identity-aware entity and eye contact policies for movement, current, breathing and air HUD, wetness, fire, bounded interval damage, fog color/density, and a packaged first-person overlay.
  • Fluid declarations use water or lava block material. Minecraft behavior that checks material directly may still treat a custom fluid like the selected vanilla material.

Animated textures

  • Add reusable vertical frame-strip textures with registered or inline playback settings, client-tick timing, optional frame sequence and pause behavior, and shared use across blocks, items, fluids, model materials, armor, and GUI images.
  • Keep atlas slots and standalone texture bindings stable while frames advance, validate pack overrides before selection, and retain the previous usable animation when a refresh fails.
  • Keep block, item, and fluid animations running without the optional client-control hook.

Input and control foundation

  • Add owner-scoped named input maps with keyboard, mouse-button, wheel, and modifier bindings; exact per-cycle pressed/held/released state; priority-ordered consumable contexts; native-family capture; runtime rebinding and conflict validation.
  • Add script-owned native hotkeys through ModLoader's key registration, including Controls-screen labels, persisted player remaps, optional held repeat, reload-safe native binding reuse, and isolated callback failures.
  • Capture queued gameplay and GUI events before their native consumers, preserve native first-person behavior when no context handles them, synthesize releases across focus/screen/world/player changes, and clean layers up on unload.

World-generation foundation

  • Add typed worldgen keys, deterministic per-placement seeds, atomic publication, bounded placement plans, previews, stable rejection diagnostics, and direct feature placement.
  • Add reusable feature and placement registries with ordering, biome and dimension filters, probability, grid sampling, composite features, lookup references, and placement candidate location.
  • Preserve the approachable ore API while routing declarations through the shared worldgen foundation.

Trees, structures, biomes, and surfaces

  • Add procedural, vanilla-adapter, and structure-authored trees.
  • Add local structures from strict JSON, plain Lua tables, or a table-backed Lua builder, with named palettes, deterministic variants and conditional geometry, compact shapes, reusable templates, ordered weathering processors, transforms, tile data, metadata adapters, capture/export, and marker masks.
  • Protect tile-entity states, tile-data and loot targets, connectors, and terrain supports from document processors by default, with allowProtected as an explicit opt-in override.
  • Add keyed biomes, reusable surface stacks, biome decorators, tags, climate biome sources, weather, and spawn lists.
  • Add persistent regional structures with random-spread starts, connector pools, weighted piece graphs, chunk-sliced recovery, entity markers, definition signatures, and location queries.
  • Add reusable deterministic loot tables and dedicated structure loot elements with fixed, inline, or referenced contents, item metadata and ranges, configurable insertion policies, and atomic inventory rollback for local and regional placement.
  • Allow block and entity drops to reuse registered loot tables or declare the same weighted pools inline, with a fresh runtime RNG sample for every drop event while preserving legacy drop lists as shorthand.

Terrain-aware structures

  • Add distinct world-surface, solid-surface, ocean-floor, fluid-surface, underground, and cave-floor sampling.
  • Add opt-in fit, foundation, terrace, and marker-driven conform structure modes with transformed support, clearance, ignore, blend, and conform masks.
  • Add footprint-aware land, underwater, underground, cave, and fluid-surface site profiles for local and regional structures.
  • Add bounded regional site fallback search, connector vertical tolerance, and persisted terrain mutations and conform offsets for deterministic recovery.
  • Add terrain planning details to direct placement and preview results, plus focused site and terrain rejection reasons.
  • Add reusable transformed footprints, named and authored masks, rounded and convex foundation/terrace cores, deterministic materials, hard/stepped/blended/natural/authored edges, and bounded transition grading.
  • Add selector-based conform columns with support/tag/state/bounds/height/marker filters, precise include/exclude markers, deterministic smoothing, focused diagnostics, and persisted regional offsets.
  • Add independent atomic excavation for every terrain mode with footprint, box, cylinder, ellipsoid, authored voxel, local/surface-relative bounds, replacement/fluid policies, protected-cell checks, regional recovery, and explicit excavation < adaptation < structure write precedence.

Chat

  • Prefix script chat messages with the mod name declared by its metadata instead of its entrypoint filename, and avoid applying the prefix twice when a singleplayer broadcast falls back to local chat.

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