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mine of tanks

Bring tank warfare to Minecraft with historical vehicles, upgradeable guns and turrets, custom paint schemes, AI battles, base capture, and multiplayer crews. Drive, fight, research, and command your way to victory!
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World_of_Mine_1.4.34-preview.18.jar

File nameWorld_of_Mine_1.4.34-preview.18.jar
Uploader
Vantta_BlackVantta_Black
Uploaded
Oct 21, 2026
Downloads
63
Size
229.9 MB
Mod Loaders
Forge
File ID
9273622
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:mine-of-tanks-1736032:9273622")

Learn more about Curse Maven

What's new

World of Mine 1.4.34-preview.18

CHANGES IN THIS PREVIEW
- Fixed Pz II Ausf D gun-hover NullPointerException by sharing gun resolution for fixed and interchangeable turrets, including transient saved/synchronized configurations.
- Withdrew the rejected normal Pz II from selection and purchases while keeping its registration for older worlds. Existing Pz II Ausf D now unlocks only Pz III E through its stock gun; UI and server use the same branch. Pz IV A remains a collector unlocked by owning a German tier III vehicle.
- Unified interpolated chassis rotation for model, optic and barrel. Removed render-driven aim-command feedback and duplicate player yaw transport; actual mouse input controls command clamping. HUD follows the displayed weapon pose while shells still leave the physical barrel.
- Removed installed-part OK labels and temporary installation confirmation. Equipped borders/status remain.
- Closed recessed structural holes in Pz I, Pz IV A and Cruiser II, for both turret variants. Trimmed the rectangular underside corners of both Cruiser turrets.
- Reused the existing LT Breda mesh on Pz I, including its mount/rods, and corrected the stock Pz I elevation pivot to the breech/trunnion. Updated detachable weapon, paint UVs and hit bounds.
- Pz I scale changed from 1.30 to 1.50; LT from 1.00 to 0.80 through the shared scale configuration.
- Split the eight reviewed lower/upper hull collision regions, keeping the central lower hull clear of the tracks. Reclassified wheels, suspension, rollers and links by physical side; rebuilt 14 turret configurations and weapon bounds.
- New-model track speeds follow measured travel/yaw and each tank's track spacing. Corrected reverse steering side selection in shared controllers. T2 Medium tested turning both ways in forward and reverse.
- Replaced generic rear-hit ignition with per-vehicle interior engine volumes, fitted directly to all eight reviewed meshes. T2 uses its front-right bay. A bounded incoming shot segment must cross the volume before ignition is considered; smoke/flames originate at that compartment and follow hull/terrain pose.
- Ignition remains probabilistic; machine guns have a much lower chance and ricochets cannot ignite engines. Other definitions use individual hull-relative layout volumes. These are gameplay approximations, not internal engineering measurements.
- Creative access no longer saves purchases or earns battle points. Survival/adventure retain actual purchases shared between those modes. Older saved purchases are preserved because their original game mode cannot be reliably identified.
- Flag captures, damage and module awards record eligibility at action time. Switching out of Creative before payout cannot convert earlier Creative actions into shop credit; ranking multipliers also use eligible actions.
- Hangar defaults to 90% and retains zoom/pan/nation/scroll until leaving the world. Country/vehicle tooltips render outside clipping rectangles.
- Restored primary weapon PNG muzzle flashes. Small guns emit a brief flame and small white puff; guns of 37 mm and above emit increasing smoke by caliber.
- Strengthened emissive projectile cores/trails, including head-on visibility, caliber sizing, distance readability and extended render distance for all four projectile classes.
- Added conservative allocation-free bounds rejection before detailed transformed/alpha-aware hit tests to reduce aiming-query work.
- Pz III E descriptions explain its two mechanically different 5 cm L/42 configurations, which share the same tube; the reference definition has one turret. Cruiser II retains long single-shot QF 2-pdr and burst-fire Pom-Pom configurations.

PRESERVED FROM PREVIEW.17
User-edited D1/Pz I sources, factory colors, transparent cutouts, varied paint patterns, other reviewed weapon/turret mounts, standard part icons and non-structural D1 tail/antenna exclusions. Engine/track upgrades stay out of the points shop; physical workshop parts remain.

VALIDATION AND LIMITS
Forge build successful; 27 dedicated JUnit tests and 21 required server GameTests passed. Checks cover gun/turret data, save/parts, UV/alpha, collision, research, hangar state, caliber effects, rotating optical/barrel poses, engine volumes and T2 steering.
Corrected exported meshes inspected using technical renders. Six editable BBModels include embedded textures.
No fresh interactive Minecraft client session or FPS measurement was performed. Camera steadiness, muzzle flashes and smoke still require visual confirmation in play. Previously recorded general-suite failures were outside this dedicated validation.
References: user-supplied videos/files, installed WoT PC definitions and museum/published diagrams. Engine hit volumes are approximations fitted to the mod's meshes.

Replace the previous JAR and restart Minecraft. Main project files are also updated with a recoverable backup. Public version remains 1.4.34.

This mod has no additional files