expanded-building-neoforge-26.2-1.1.0.jar
Curse Maven Snippet
What's new
🏗️ Expanded Building 1.1.0
📥 The headline: foreign schematics can now be read directly. Plus four things that came out of the first real play test – and a data-loss bug that had been in since 1.0.0.
📐 Litematica and WorldEdit: .litematic and .schem
Until now the only way to get somebody else’s building into a project was to put the projection up and rebuild it by hand. Litematica’s paste was never a shortcut either – while a plan is open the whole footprint is locked.
- 📁 Two new folders, created on first start:
config/expanded_building/litematicandconfig/expanded_building/schem. Drop the file in – no renaming needed, case does not matter, and tab completion fills the name in for you. - ⌨️ New commands:
/eb litematic list|load|saveand/eb schem list|load|save.loadhands the file to the same preview a native blueprint gets: walk it into place, turn it, confirm. Nothing is written to the world until then. - ✅ Reads
.litematicversions 1–6 with any number of regions, and Sponge.schemversions 2 and 3, gzipped or raw. Writes the older of each pair, because every reader that understands the newer one still reads the older. - 🚫 The old MCEdit
.schematicis refused rather than misread: its numeric block ids stopped meaning anything in 1.13.
Three things are dropped on import on purpose:
- 💨 Air. Every empty position in a schematic is a real palette entry. Imported as clearing orders, a 50×50×50 file becomes 125,000 demolition instructions that wall the building in.
carvestill handles emptiness. - ❓ Blocks from mods that are not installed. Reported with a count and an id rather than silently becoming air – air is a clearing order, so that would strip ground nobody touched.
- 🔧 Unknown block properties from other versions. The property falls away, the block stays.
🚪 Doors open again while planning
Planning refused every interaction except placing a block, doors included. Having put up a wall, the only way back behind it was to tear it down.
- ✅ Doors, trapdoors and fence gates are operated normally now. Right-click opens whatever is in hand; crouch + right-click places a block against it instead.
- 🔒 Chests and furnaces stay shut – there it was never the block but the Creative inventory behind it.
- 🧮 Whether a door stands open does not reach the blueprint. That is not cosmetics but arithmetic: a door already standing on the site would enter the blueprint the moment somebody walked through it – and be charged for.
📦 Material chest
Material had to be handed to the builder piece by piece.
- 🪄 Crouch + right-click a chest with the planning wand makes it the project’s material chest.
- ⏬ It is a funnel, not a warehouse: the builder draws what the project is short of four times a second and leaves it empty. Its size never limits anything, and a hopper can keep it filled.
- 🤝 It stays your chest – never placed, removed or protected. Only what is on the requirement list is taken, so a chest in your base loses nothing else.
- ✅ Once the requirement is covered, the project moves to Ready by itself.
🪑 Chests, furnaces and signs in the blueprint
allowBlockEntities now defaults to on. What made them unsafe was never the block but the content: vanilla spills a container even in Creative, and restoring the world after planning would have doubled it. A blueprint holds a block state and never NBT, so everything the builder puts up is empty. Only what could actually duplicate is refused: clearing a container that holds something.
🔨 The builder visibly works
He used to stand still while blocks appeared across the site, which read as the site building itself. He now walks to each block, turns to it and swings; every placed block sounds like one placed by hand, and every cleared one throws the same debris a broken block does. Server-side, so it works without a client mod.
🐛 Fixed
- 💾 The inventory backup never reached the disk. Fabric puts every attachment in one field, and the strict
ItemStack.CODECrefuses to write empty stacks – the first empty slot brought the whole write down and took game mode, active project and material journal with it. It never showed because the attachment stayed in memory; only a restart mid-planning would have revealed it. In since 1.0.0. Existing worlds need no migration – nothing was ever written. - ⛏️ A build nobody is watching no longer loads chunks. The build loop ticked every project once a second without asking whether its chunks were loaded, and asking what stands at a position pulls an unloaded chunk in synchronously. A build now waits and picks up by itself. New:
keepSiteLoaded(defaultfalse) holds exactly one chunk – the one the builder is standing in, never the footprint, which can be thousands of chunks. - 🔧 “Check tools” checked nothing. The button did not respond on the one status where it was the only way forward. Also new:
/eb recheck <project>, so the chat menu can leave a pause without the client mod. - 📋 Missing materials now sort to the front of the list, finished ones to the back. On a large project the two stacks still owed used to sit somewhere on page three.
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