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BetaMoon

A Lua based Scripting Engine for MC b1.7.3
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0.9.0

File namebetamoon-0.9.0.jar
Uploader
MrP1ggoMrP1ggo
Uploaded
Oct 17, 2026
Downloads
4
Size
3.7 MB
Mod Loaders
ForgeRisugami's ModLoader
File ID
9228170
Type
B
Beta
Supported game versions
  • Beta 1.7.3

Curse Maven Snippet

Forge

implementation "curse.maven:betamoon-1750754:9228170"

Learn more about Curse Maven

What's new

0.9.0

Particles

  • Add registered particle sprite types and reusable burst/emitter effects, with custom PNGs, Minecraft atlas cells, independent animation, color/alpha, rotation, size, motion, and collision policies.
  • Add optional per-instance Lua onTick updates with scoped particle controls and transient memory.
  • Default to admitting up to 1,024 new custom particles per client tick; configurable with particles.maxPerTick.
  • Allow client-wide particle budgets up to 65,535 active or new sprites per tick, retaining defaults of 4,096 active and 1,024 new sprites per tick.
  • Extend world particle spawning with custom references/keys and add effect handles, actor attachments, client budgets, diagnostics, and owner/world cleanup.

Multiblocks

  • Define multiblocks in Lua with layers or sparse positions, block/state rules, count constraints, horizontal orientation, optional mirrors, repeatable layers, and named groups of matching positions.
  • Add controllerless discovery, automatic/item activation, explicit deactivation, bounded manual searches, member lookup, and owned activation fills that preserve player replacements (mechanics similar to minecraft's Nether Portal).
  • Detect controller completion, invalidation, and chunk suspension/resumption automatically.
  • Preserve multiblock identity and declared custom data across world reloads without changing controller inventories, tile data, metadata, or appearances. Failed multiblock reloads retain working definitions.
  • Add optional exclusive membership and configurable pattern, processing, and instance limits. Automatic completion targets singleplayer worlds; remote-world checks provide diagnostics only.

Logical tick events

  • Run game_tick once per logical client tick, including menus, screens, and paused gameplay.
  • Run gui_tick after game_tick while a screen is open, and add world_tick after actual client-world simulation updates. Non-pausing screens and remote-world updates continue to receive world ticks.
  • Require the Java agent for logical tick subscriptions. These callbacks no longer follow rendered frames.

Minecraft-style interface

  • GUI style overhaul to match minecraft's native GUI better

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