promotional bannermobile promotional banner

Capsule

Bring your base! Capsules can capture a region containing any blocks or machines, then deploy and undeploy at will. Inspired by Dragon Ball capsules.
Back to Files

Capsule 1.20.1-8.0.251 (Forge)

File nameCapsule-1.20.1-8.0.251.jar
Uploader
LythomLythom
Uploaded
Nov 10, 2026
Downloads
25
Size
385.1 KB
Mod Loaders
Forge
File ID
9546631
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:capsule-235338:9546631")

Learn more about Curse Maven

What's new

  • Fix linked capsules tagged templateShouldBeCopied (state:2) deploying nothing: like /capsule giveLinked, they now get their own copy of the config template their structureName points at, so that modpacks can craft reusable capsules of a template (docs/CAPSULE_FORMATS.md). The copy is complete, inventories included; only templates under config/ are copied; a missing or empty template is logged, the player told, and the capsule refuses to deploy. Leave out sourceInventory: it makes the capsule a blueprint, whose copy keeps only the whitelisted blocks without their inventories
  • Fix server crash or kick with install paths containing reserved Windows names, e.g. Flatpak ATLauncher (#125) (thanks to supC-dev on github)
  • Fix furnaces dropping their stored experience on every capture (#122)
  • Fix SecurityCraft blocks being captured by players who do not own them (#119) (thanks to Servaris1111 on github)
  • Fix deploys floating above snow layers and grass (#116) (thanks to Lothrazar on github)
  • Fix starter and reward capsules sharing block entity data with their template, which emptied Sophisticated Storage containers (#115) (thanks to MythCracker on github)
  • Fix "Invalid player data" disconnections with mods serializing loot tables (#109) (thanks to MythCracker on github and WenXin20 on github)
  • Fix infested blocks in the uncommon well and castle kit loot capsules (#100) (thanks to Cicopath on github)
  • Fix the recall enchantment bringing capsules back before they could deploy (#98) (thanks to KnightCa on github)
  • Fix capsule throws being accepted by the server for non-instant capsules or out of reach positions (#91, part 1) (thanks to jmadarg on github)
  • Fix blind throws deploying one block above the ground (#89)
  • Fix instant capsules that could not be undeployed after a relog or restart, and activated capsules staying activated (#75)
  • Fix blocks without item (potted plants...) being free in blueprints (#56)
  • Fix the addon capsule recipes (tin, lead, silver...) showing without their ingot
  • Fix a new capture base ignoring its first redstone signal
  • Fix template files with uppercase letters or spaces disconnecting players on login, and .nbt names being cut
  • Fix invalid ids in the excludedBlocks config crashing the game, and block tags in it being ignored
  • Fix /reload not refreshing templates on dedicated servers
  • Harden the full deploy preview against crashes with modded blocks (Ad Astra, Integrated Dynamics, farmland, Mob Grinding Utils) (#117, #94, #76, #81) (thanks to ERO-Dragon on github, KingOfTheGamesYT on github, NukeShot58 on github, Rikamo1 on github and Hastagaspatcho on github)
  • Fix walls, fences, panes and other multipart blocks missing from the full deploy preview
  • Fix a capsule showing the preview of the previously held capsule right after switching capsules
  • Fix blueprints of a missing or unreadable template doing nothing without a message: the player is told and the server log lists the searched paths (#124) (thanks to Gebcrafter on github)
  • The server log now warns, for each prefab recipe, about the blocks its blueprints will lack because their block entity is not in config/capsule/blueprint_whitelist.json (modded machines, for example), and lists their NBT keys. Whitelist them with a keepNBT naming the keys their block entity needs to load: a block whitelisted without it is deployed with empty block entity data, which crashes some mods (Modular Machinery Reborn item buses need ioType)
  • Fix deployed item frames and paintings logging "Hanging entity at invalid position"
  • Fix the item frame covering the crafting table in the five starter huts; delete config/capsule/starters to get the new huts (#126) (thanks to tayvill on github)
  • Fix prefab blueprint recipes giving back the wrong ingredients once their pattern is moved, and shift-click crafting of blueprints, blueprint changes and recovery capsules also clearing the source capsule (#84) (thanks to K4N0 on github)
  • Fix blueprints showing the content they do not have: chiseled bookshelf books, lectern books, jukebox records and brewing stand bottles
  • Fix blueprint undeploys destroying the items held by blocks that do not keep them in an Items list: lectern books, jukebox records and mod inventories. The undeploy is refused while a block of the blueprint holds an item, whatever its NBT key; items in the NBT that blueprint_whitelist.json keeps (keepNBT) are part of the blueprint and do not count
  • Fix capture bases and players who went offline before their capsule landed capturing or deploying in claims: capture bases now act for the player who placed them, and capture bases placed before this version and dispensers can no longer act inside claims (re-place the base to give it an owner). Open Parties and Claims is asked once per chunk through its API instead of once per block, and Flan through its API, per block up to the largest capsule obtainable in survival (the largest crafted tier plus capsuleUpgradesLimit × 2: 31 by default; a larger capsuleUpgradesLimit makes these per block checks costlier) and once per chunk column above; other claim mods are still asked with a placement event for every block of captures and deploys up to that size, and once per chunk column above (#91, part 2). When a loaded claim mod cannot be checked (its API changed in a new version), captures and deploys are refused with a chat message and one error in the server log, instead of ignoring its claims. A blueprint undeploy touching a protected block is refused before any block is removed, with the claim message only (not "Can't undeploy") (thanks to jmadarg on github)
  • Fix chest boats and other container entities dropping their content when captured or when a failed deploy is rolled back, a dupe (#113) (thanks to Gunner76th on github and Beard-Bois on github)
  • The capsule:excluded tag now includes #forge:relocation_not_supported (its optional entries were ignored, #tombstone:player_graves included): the Mekanism Digital Miner and its bounding blocks, Refined Storage network blocks... are never captured. Default excludedBlocks and opExcludedBlocks: bloodmagic:alchemy_table fixed to bloodmagic:alchemytable, Immersive Engineering wire connectors (their wires were lost) and waystones: (#121) added, 1.12 ids matching nothing removed (superfactorymanager:, gregtech:machine, gtadditions:, mekanism:machineblock, mekanism:boundingblock). Only new installs get the new lists: delete both lists from config/capsule-common.toml to get them (thanks to Hastagaspatcho on github)
  • Fix the rare castle kit and the blueprint discovery loot giving and mentioning lapis lazuli while the blueprint recipe takes blue dye (#99, #84). Existing installs: delete config/capsule/loot to get the updated templates (thanks to Cicopath on github and K4N0 on github)
  • Fix blueprints with a structure block asking for a structure block item holding its seed ("seed": "LONG" in blueprint_whitelist.json, new installs only)
  • Fix the rotation message showing a circle instead of "⟳": it now says "Rotation: 90°"
  • Remove the dead update checker URL, which logged a failed update check at every start

Full changelog: https://github.com/Lythom/capsule/blob/1.20/CHANGELOG.md

This mod has no related projects