Masterful Machinery Fork

Its a fork from Masterful machinery. The original Mod got removed.
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MasterfulMachinery-3-1.20.1-0.1.35.3.jar

File nameMasterfulMachinery-3-1.20.1-0.1.35.3.jar
Uploader
BOLT_M4G1CBOLT_M4G1C
Uploaded
Sep 28, 2026
Downloads
230
Size
1.4 MB
Mod Loaders
Forge
File ID
9002878
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:masterful-machinery-fork-1361830:9002878")

Learn more about Curse Maven

What's new

## [0.1.35.2 + 3] - 2026-09-28

### INFO:
**Version 0.1.35.2 + 3** represents a major update focused on the Structure Builder tool and internationalization support.

**Special Thanks:**
- **Knozyy** – Lead developer of the Structure Builder tool suite, Locale fixes, and controller enhancements.

### Added

#### #66 – Locale.ROOT Enum Casing
- Fixed Turkish/Azerbaijani locale issues where `toLowerCase()` transforms `I` → `ı` and `toUpperCase()` transforms `i` → `İ`.
- All enum-name casing for lang keys and parsing now uses `Locale.ROOT` (linker item/mode, Jade controller provider, controller screen, port sides, weather recipe condition, ParserUtils).
- Output unchanged on all other locales (enum names are plain ASCII); affects: Network Linker, controller screen, port configuration.

#### #67 – Controller Assemble Button
- **Assemble button** on controller screen (brick icon) opens structure assembly interface.
- **Structure selector** (when controller has multiple structures).
- **Tier picker** (one row per port type with < > controls; "Lowest" by default).
- **Assembly process**: builds structure from player inventory (nothing needed in creative), with configurable block placement rate (`assemblyBlocksPerTick`, default 2).
- **Tier clamping**: preference clamped to each position's [minTier, maxTier], nearest registered tier used (supports non-linear tier gaps like T1, T2, T5).
- **Safety**: respects `mayBuild`, spawn protection, `BlockEvent.EntityPlaceEvent`; existing blocks not replaced; assembly reports placed/missing/blocked summary.
- **Persistence**: tier choice + structure stored on controller; packets validated server-side.
- **Blueprint compatibility**: blueprint paste now uses lowest fitting port tier (not first registered).

#### #68 – Structure Builder Tool
- **New Structure Builder item** (replaces concept of external multiblock builders) with dedicated texture and model.
- **Structures tab**: searchable gallery grouped by mod, big 3D preview (drag/rotate, wheel/zoom, layer slider), size/block count display, port tier info.
- **Settings tab**: preferred port size per port type (clamped per position).
- **Tool store**: 54 slots, up to 512 per stackable slot, plus FE bar.
- **Build & preview**: Shift+use opens tool screen; right-click block shows hologram preview (green outline, red obstacles), builds if clear; Shift+scroll rotates.
- **Complete structure**: right-click controller to finish incomplete machine (same as controller's Assemble, but from tool).
- **Dismantle**: hold V (rebindable) or Shift+right-click twice; breaks like normal breaking (contents drop), returns blocks to tool store → inventory → ground with Silk Touch loot rolling.
- **Energy**: 50 FE/block placed, 25/block dismantled; common config: capacity 1M, receive 10K/tick; creative: free.
- **Safety**: oversized stacks capped in store, inventory/tool binding checks, store refreshes per tick, refunds on failure/cancel, respects claim mods & place/break events.
- **Server validation**: held tool, distance, loaded chunk, known structure, registered tier keys, clamped values.

#### #69 – Structure Builder: ME Network & Auto-Craft
- **Bind**: Shift+right-click any AE2 network block (WAP, cable, drive, etc.) to bind tool to network (stores position like Network Linker).
- **Settings**: "Use ME network", "Auto-craft missing", "Forget ME network" toggles.
- **Materials flow**: tool store → player inventory → ME network.
- **All-or-nothing builds**: tool build starts only when all blocks available; network auto-crafts what has patterns, names missing items (e.g., "Titanium Plate ×3: not in ME and no pattern").
- **Craft HUD**: above hotbar with progress bar (Crafting ▓▓▓░░ 5/8), network status ("Waiting…", "Ready — right-click to build"), failures shown once in yellow.
- **Smart tracking**: item being crafted never reported missing, never requested twice; tracks via CPU and `getRequestedAmount`.
- **AE2 access control**: enforces network ownership (player/FTB team/operator; checked at bind, use, craft submit).
- **Refunds**: never go back to ME; return to player inventory.

#### #70 – Structure Builder: Other Mods' Multiblocks
- **Gallery integration**: now lists multiblocks from other mods (Mekanism, NuclearCraft, Blood Magic, etc.) defined as vanilla structure .nbt files in datapacks (Multi Builder Tool format).
- **Paths**: loads `data/<ns>/mm_builder_structures/**.nbt`; legacy support for `mbtool_structures/**` and `spatial_structures/**`.
- **Compatibility**: skips structures with unregistered blocks (mod not installed).
- **Multi Builder Tool bundles**: MIT licensed .nbt files included under `data/mbtool/mbtool_structures/` (same paths → no duplicates in packs still using MBT).
- **Naming**: from lang key `structure.<ns>.<path>` or title-cased file name; grouped by owning mod.
- **Sync**: synced to clients on login & `/reload` (palette-compressed, split <512KB packets).
- **Building**: gallery, 3D preview, hologram, building work like MM structures; rotation from facing + Shift+scroll; all-or-nothing materials from store → inventory → ME with auto-craft.
- **Limitations**: no controller, no tier choice, block entity data ignored; structures with no-item blocks (fire, fluids) listed but can't build.
- **KubeJS API**: `MMEvents.builderStructures(event => { event.remove(id); event.removeNamespace(ns); event.add(id, 'ns:path/file.nbt') })`.
- **Dismantling**: MM-machines-only (no controller to locate others).

#### #71 – Structure Builder: Polish, Materials Tab & AE2 ME Storage
- **Renamed**: "Multiblock Tool" → **"Structure Builder"** (item, recipes, models, lang entries, registry).
- **New item texture & model**.
- **Bind via WAP**: now supports binding directly to AE2 Wireless Access Points.
- **Materials tab**: displays every required block with real item icons; compares counts across Player Inventory + Tool Storage + connected ME network; tooltips show breakdown (Available: X / Required: Y).
- **Compact materials strip**: in Structures tab for quick reference during selection.
- **Admin Categories tab** (server operators/admins): create, rename, delete custom gallery categories; assign structures via right-click context menu.
- **Sync**: `StructureCategoriesSyncPkt` & `StructureCategoryEditPkt` between server/client; persists across restarts and datapack reloads.
- **In-game config GUI** (`MMConfigScreen`): accessible from tool's Config tab or client commands; live editing of server settings, visual/client options, per-machine working effects.
- **Server config editing**: operators modify server config with immediate sync & validation (`MMConfigEditPkt`, `MMConfigSyncPkt`, `MMConfigRequestPkt`).
- **AE2 ME Storage Bus on Item Ports**: `Ae2ItemPortStorage` allows AE2 Storage Buses to attach directly to MM Item Ports; exposes inventory to ME network with accurate channel & capacity handling.
- **Item port improvements**: improved stack insertion to prevent loss on oversized stacks; respect slot limits.
- **Controller-free dismantling**: extended DismantlePlanner & ToolDismantles to dismantle non-MM builder structures (datapack .nbt files matching tool template).
- **Void Miner relocations**: corrected .nbt structures to `data/mbtool/mm_builder_structures/voidminer/` (overrides broken legacy palette entries).
- **UI polish**: JEI ingredient hovering in ControllerPortList; fixed 3D layer preview for connected textures (GuiStructureRenderer); formatted multi-line tooltips for Machine Wrench, Network Linker, Input Gateway.

#### #72 – Item Port Capacity & Rendering Optimization
- **Per-slot capacity limit**: raised to 16,384 (from 64) while preserving configured rows/columns in JSON or KubeJS.
- **Client update batching**: item port block-entity updates batched to once per tick when contents change (reduced sync overhead).
- **Window background rendering**: large port windows now render with at most nine textured patches instead of thousands of tiled GUI blits per frame (major performance improvement for large item ports).

### Fixed

#### #66 – Locale Fixes
- Enum names no longer transform incorrectly in Turkish/Azerbaijani locales; all comparisons now use Locale.ROOT.

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