Effortless Building: Sophisticated (Enhanced Fork)

Advanced building QoL mod with mirror/array/shape modes, expanded reach, per-axis placement limits, backpack-based building upgrades, compact HUD counts, and clear missing-item feedback for survival building.

File Details

sophisticatedbuilding-1.0.0

  • R
  • Dec 27, 2025
  • 2.94 MB
  • 292
  • 1.21.1
  • NeoForge

File Name

sophisticatedbuilding-1.0.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:effortlessbuilding-sophisticated-1414718:7386229"
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Changelog: Sophisticated Building vs. original Effortless Building

Core stability & correctness

  • Enforced backpack upgrade caps server-side and in HUD math: backpack pulls are limited to the installed tier (32/64/128/256/2048); excess shows as missing instead of being “available.”
  • Reliable inventory sync: backpack counts sync to the client after extraction, reducing HUD desync and false availability.
  • Missing-item handling tightened so large placements correctly flag shortages instead of silently overdrawing backpacks.

Resource display & HUD

  • Compact counts (11.2k, 1m, 1.2b) on the bottom-right HUD to prevent overlap/overflow.
  • Increased HUD spacing and scale for bundled counts; weight badges draw above slot contents with a dark backdrop for readability.
  • Weight tooltip/scrolling remains, with clearer badges and no overlap with slot contents.

Config & limits

  • Survival max blocks placed at once per level: 128 / 256 / 512 / 2048 (level 0–3).
  • Per-axis limits scale with reach: 8 / 16 / 24 / 32 by level 0–3, so long spans match your reach instead of cutting off early.
  • Omega upgrade cap set to 2048; lower tiers remain 32/64/128/256.
  • Defaults adjusted to better fit large builds while staying bounded.

Integration behavior

  • Sophisticated Backpacks present: building upgrades become functional backpack draws, capped per tier; HUD uses capped counts.
  • Sophisticated Backpacks absent: upgrades become inert placeholders; the mod still loads and all non-backpack features work.

UX polish

  • HUD spacing improvements to stop icon overlap.
  • Weight badges/background for randomizer bag slots to keep numbers visible.
  • Better red/missing indicators when over cap or out of resources.

Packaging

  • Flywheel/Vanillin/Ponder are jar-jared in the build; users don’t need separate jars.
  • Author metadata set; optional dependencies declared (Sophisticated Backpacks/Core).

Net effect

  • More predictable survival building: no hidden overdrafts from backpacks, clearer missing counts, and limits that align with reach.
  • Cleaner HUD and readability for large projects.
  • Safer sync and server-enforced rules to prevent “ghost” availability.