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BetaMoon

A Lua based Scripting Engine for MC b1.7.3
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0.11.0

File namebetamoon-0.11.0.jar
Uploader
MrP1ggoMrP1ggo
Uploaded
Oct 25, 2026
Downloads
2
Size
4.8 MB
Mod Loaders
ForgeRisugami's ModLoader
File ID
9323773
Type
B
Beta
Supported game versions
  • Beta 1.7.3

Curse Maven Snippet

Forge

implementation "curse.maven:betamoon-1750754:9323773"

Learn more about Curse Maven

What's new

0.11.0

Entity movement

  • Add owned, composable movement rules for supported singleplayer players and living entities, including gravity, air/fluid drag, acceleration, jumping, sneak behavior, fall tracking and fall damage.
  • Add per-step native/manual motion commands, independent additive forces and post-collision observations. Expose logical player input and routed physical edges.

Materials and step sounds

  • Add custom block materials for blocks and fluids while retaining vanilla material support.
  • Add sound-event-backed step sounds for blocks alongside vanilla step sounds.
  • Include material and step sound details in block debug exports.

Script configuration

  • Add an in-game editor for script configuration, with staged changes, defaults, and validation.
  • Support boolean, number, string, list, dictionary, and fixed nested settings with optional labels, descriptions, bounds, choices, and read-only entries.
  • Let scripts select text fields, sliders, dropdowns, or cycling buttons for values. Lists and dictionaries can use individual controls or comma-separated text.
  • Make nested sections and collections collapsible. They start closed unless declared with expanded = true.
  • Add fixed-choice multi-select lists, optional editor headings/dividers and field order, and draft-only per-field Reset buttons.
  • Save changes atomically, detect conflicting file edits, and preserve unknown JSON fields.
  • Update live Lua values after saving and support onChange callbacks with error reporting and retry.

Biome and region generation overrides

  • Let scripts register selectable Overworld biome/region packages while Minecraft remains the base generator.
  • Apply scoped terrain sources, material rules, carvers, surfaces and population suppression through native and owned generation stages. Keep biome identity and unaffected native raw columns intact.
  • Save selected packages, effective order and dependency signatures with generation settings; reject changed or missing enabled definitions on reopen. Add point/chunk inspection for target influence and selected channels.

Position arguments

  • Accept named position tables and position objects alongside numeric coordinates in world, entity, multiblock, particle, teleport, and worldgen runtime APIs. Preserve each operation's coordinate units and limits.
  • Require exact integers for block coordinates and integer position construction; reject non-finite and out-of-range float positions.
  • Preserve nonzero and fractional Z coordinates in numeric X/Z spatial-field queries.

Optimization and reliability

  • Keep fluid, asset and sound-event Lua reference identity stable while held; preserve value-like block/item views.
  • Allow opt-in config schema versions with validated, atomic migration and protection for newer or failed files.
  • Index block/item names for repeated lookups while preserving aliases and first-match behavior.
  • Allow packaged dependencies to require a minimum three-part numeric version.

Built-in assets

  • Add minecraft:block/full_block, a full-cube model with the default material slot.
  • Expose Minecraft's whole client PNG images and terrain/item atlas cells through the texture asset API.
  • Resolve native references through the selected vanilla texture pack and its client-JAR fallback, using native paths such as terrain.png and gui/items.png.
  • Support live native atlas cells in block, item and entity model materials.

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