LivingDecks-0.0.1-beta23+26.1.2-neoforge.jar
Curse Maven Snippet
What's new
0.0.1-beta23 – Data Packs Win
Changed
- A deck file from a data pack wins. If two deck files describe the same creature, the one from the higher data pack counts. World data packs sit above mods, so a data pack can replace a mod's deck under its own namespace. Before, the first file by name won and the data pack was skipped with a warning.
- Within one data pack, the first file by name still wins, so every start picks the same one.
- The log now names the deck file that counts and why.
New
- A new 64 × 64 icon for the platform saddle: wooden planks on a leather saddle with straps and buckles.
Updating: beta22 and beta23 work together. Worlds and deck files stay as they are.
0.0.1-beta22 – Redstone on Decks
New
- Redstone on decks. Levers, buttons, pressure plates, redstone blocks and redstone torches power what stands on the same deck: doors, trapdoors and fence gates (iron ones too), redstone lamps, copper bulbs and note blocks.
- Redstone dust carries the signal 15 blocks and climbs up and down steps. Blocks pass power on like in the world. Torches invert the signal and burn out when switched too fast.
- Wooden pressure plates react to everything, stone plates only to mobs and players, weighted plates count what stands on them. Buttons pop back after their time.
- Right-click flips levers, presses buttons and tunes note blocks.
- A redstone lamp with redstone next to it follows its power. Without redstone, a right-click still switches it.
Changed
- When a deck changes, only the changed blocks go to the players instead of the whole deck. Switching stays cheap, and so does building.
Not yet
- Repeaters, observers and pistons can be placed but do nothing. Comparators can't be placed on decks. Signals don't leave their deck.
For server owners
deck.redstonein the server config switches redstone on decks off. Lamps are then switched by right-click again.
Updating: client and server both need beta22. Worlds and deck files stay as they are.
0.0.1-beta21 – Decks Bump into the World
New
- Decks bump into the world. A creature only goes where its decks have room: a Happy Ghast sinks until its gondola touches the ground, a tower on a creature's back stops at a cave ceiling, and a wide deck no longer slips through narrow gaps. This also works while you ride it.
- What counts: the floor of every platform, the solid boxes of the deck file and every built block with a collision box. The invisible railing does not.
- A deck that is already inside a block, for example after the creature turned next to a wall, never holds it fast. It can move out again.
For mod authors and data packs
"world_collision": falsein the deck file switches it off for a creature (main deck and parts), for example a boss that would get stuck under trees.deck.world_collisionin the server config switches it off for all decks.
Updating: client and server both need beta21. Worlds and deck files stay as they are.
0.0.1-beta20 – One Harness for Deck and Riding
Fixed
- Items the creature can wear itself. If a deck file asks for an item the creature can wear in Minecraft, like the harness of a Happy Ghast or the saddle of a horse, Minecraft now puts it on, shows it and shears it off as usual. One harness opens the deck and lets you ride. Before, the deck took the harness for itself, and you needed a second one to ride.
- Shearing it off still only works when nothing is built on the deck.
- Whenever a deck disappears while its creature stays, for example because the harness was sheared off, everyone on it gets Slow Falling.
Updating: client and server both need beta20. Worlds and deck files stay as they are.
0.0.1-beta19 – English Log and Config Texts
Changed
- Everything the mod shows to the outside is now in English: its description in the mod list, the comments in both config files, the log messages and the error messages for deck files.
- Nothing else changed. Existing config files keep their values; only their comments are replaced.
Updating: beta18 and beta19 work together on client and server. Worlds and deck files stay as they are.
0.0.1-beta18 – Beds
New
- Beds on decks. Place a bed in any of the 16 colors, sleep through the night and wake up next to it, while the creature keeps walking, flying or turning.
- Spawn point on the creature. Your spawn point is the bed on the creature, not a place in the world. After death you respawn next to it, wherever the creature is, even in another dimension. If the creature is not loaded at that moment, you wait above its last known place with Slow Falling until it is.
- Not on monsters. If the creature itself is a monster that prevents sleeping, you can neither sleep nor set your spawn on it, except in Creative mode. Mods can lift this for tamed creatures.
- If the bed is broken or the creature dies, the spawn point is lost. In the Nether and the End, beds explode like in the world, and the creature takes the damage.
- New section
bedsin the server config.
For mod authors
- New access action
sleep(sleeping and setting the spawn point). Rules per action that don't name it use their rule foruse.
Updating: client and server both need beta18. Worlds and deck files stay as they are.
0.0.1-beta17 – Several Decks on One Creature
New
- Parts. A creature can carry several decks: one on the head that turns with the head, a gondola below the belly, a lookout above the back. Each part has its own block grid, its own bone, its own railing, starting build and block limit. You are carried by the deck you stand on.
- Building, chests, banners, lecterns, lamps, ladders and projectiles work on every part like on the main deck.
- The platform saddle counts for the whole creature: with it, all decks appear. It only comes off once nothing is built on any of them.
- Saddle from the start. A deck file can let a creature wear its saddle from the moment it spawns (
"saddle": { "equipped": true }), for bosses that carry their deck right away.
For mod authors
"parts"in the deck file. Old deck files and worlds stay as they are: what a file described so far is the main deck.LivingDecksApi.parts(entity), andgridToWorld,worldToGridandmayDowith the name of a part. Access rules can learn which part an action is about.
Updating: client and server both need beta17.
0.0.1-beta16 – Light
New
- Lamps give light. Torches, lanterns, glowstone and every other light source now light up the deck and everything on it: built blocks, the floor, chests, banners, lecterns, players, mobs and items. Full blocks stop the light, glass lets it through.
- Switching lamps. There is no redstone on decks yet, so a right-click switches redstone lamps and copper bulbs on and off. Candles are lit with flint and steel or a fire charge and put out with an empty hand, up to four in one block.
- A grid that fits the creature. The block grid of a deck can be shifted (
floor.x,floor.z), so a deck that is 3 blocks wide sits centered on the creature. - The deck light is computed only when a block on the deck changes. It can be switched off in the client config (
deck.deck_light, anddeck.host_lightfor the creature itself).
Updating: client and server both need beta16.
0.0.1-beta15 – Zones
New
- Zones. A deck no longer has to be one rectangle. It can be several build areas, each with its own shape (a rectangle or a pattern: triangle, ring, L) and on its own level: back, flanks, stern.
- Between zones that are on the same level, up to 3 blocks lower or one block higher there is no railing: you walk, drop or step across (
safe_dropin the deck file). - Blocks can be placed against the edge of a higher floor and below it: a ladder up to the back, a lantern under the upper platform.
- Each zone can have its own visible floor, margin and railing. A starting build can stand on a zone of your choice.
- The visible floor is there as soon as the deck is. Before, it only showed up with the first block.
- The invisible railing now also stands at edges where the build area reaches the edge of the floor.
Updating: client and server both need beta15. Old deck files work unchanged.
This mod has no additional files

