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MoveEarth-Addtional

MoveEarth-Addtional is a server companion and compatibility extension mod specifically tailored for the "MoveEarth" Minecraft multiplayer server.
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moveearth_addtional-3.2.0-player.jar

File namemoveearth_addtional-3.2.0-player.jar
Uploader
RuskLaboRuskLabo
Uploaded
Sep 29, 2026
Downloads
11
Size
6.1 MB
Mod Loaders
NeoForge
File ID
9008428
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:moveearth-addtional-1616895:9008428"

Learn more about Curse Maven

What's new

v3.2 — Season 2 Release Candidate

The network protocol is now 3.2: v3.1 and earlier clients are refused at login and must update.

Interface

  • First-Session Guidance: The tutorial introduces joining or founding a nation right after opening the hub, since Jobs and event rewards require one, but no longer blocks on it: players in the wilderness or awaiting approval keep seeing the next steps, get one reminder per session, and the nation step comes back last. The rest step now completes at full health. Players entering Y0 and below without a gas mask get a clear chat warning, bedless respawns explain how a bed sets the respawn point, chat that reached nobody explains the 100-block range and /msg, and every login states the 19:00-23:00 opening hours. The spawn message no longer says "respawned" on a first join.
  • Siege Rules Explained Where They Apply: Defenders now get their own initial-lock warning naming the core that was hit, instead of the attacker's "enemy territory" wording, and when a core falls its defenders are told how to retake it (radius and hold time). The hub shows offline defense as reduced damage rather than "×3". The welder panel now says whether a spot is outside your territory or your role lacks the reinforcement permission, instead of one message for both. New tips explain the 45-minute siege timer hold and the counteroffensive, and the diplomacy tip no longer claims that marking a nation hostile changes attack rules: it colors nameplates and territory displays and lets Warnautics charges stick to its walls, while alliances and peace truces are what block attacks. The Siege guide's truce, grace and recovery periods now match the defaults (4, 4 and 28/56 open hours), and its combat-logout section matches the implementation: an instant death, with a custody body only for escorted players.
  • First-Session Tutorial: New players see their current goal under the balance as a left-aligned block against the right edge, without a background: progress, the goal with its item icon, one line on how, and always /tutorial skip. Twelve steps run from opening the nation hub and checking the region, through the first Create machines and founding or joining a nation, to reinforcing (or, for members without the permission, crafting the welder) and the first brass ingot. Steps already done are passed over, there are no rewards, and /tutorial restart brings it back. The water wheel step accepts windmills and hand cranks too.
  • Industry and Wiki Tips: Six new periodic tips cover the early industry path: water wheels (natural rivers and the shared 32-block budget), steam engines (blaze burners from Warehouse raids, load-based fuel shown on goggles), campfire brass, the CEE converter as the entry to electricity, and what the Metallurgic Infuser takes. A wiki tip opens the MoveEarth guide from chat. The link is wikiUrl in serverconfig/moveearth/tips.toml; emptying it removes the wiki tip. It never appears on the loading screen, where links cannot be clicked. Reaching an industry milestone now shows the tip for the next step straight away: andesite alloy leads to water wheels, the water wheel to brass, iron sheets to steam engines, brass to electricity and the converter to the Metallurgic Infuser. A new Age of Brass advancement fills the gap before the Mekanism parts, and the industry advancement descriptions now hint at the next step.
  • Experimental Anti-Aliasing and Upscaling: Added a default-off client option on its own Sodium video settings page: SMAA 1x at native resolution, or SMAA with AMD FidelityFX Super Resolution 1.0, which renders only the world at 77/67/59/50% resolution and upscales it with EASU and RCAS sharpening while hands and HUD stay at display resolution. Both use the official reference shaders (SMAA and FSR 1.0, MIT). The passes work on a single frame, with no history, jitter or motion vectors, so moving Sable bodies, entities and particles cannot ghost. Iris shader packs, Oculus, Distant Horizons, Accelerated Rendering, Fabulous graphics and post effects pause it. This replaces the unreleased temporal (TAA/TAAU) experiment and its motion diagnostics, which were removed.
  • Found or Join at First Start: The first-join screen now opens on two goals instead of a nation list. Found a Nation starts in the wilderness and lists the three steps to a capital; Join a Nation shows how many nations take applications, or invites the player to be the first founder when there are none. A player waiting for approval can now start in the wilderness without withdrawing the application. Nationless players can also apply from the nation hub while playing; approval then adds them to the nation where they stand instead of teleporting them, and only a player still waiting at first join is moved to the nation.
  • Client Settings Screen: The mod list's Config button opens a MoveEarth settings screen built with YetAnotherConfigLib, falling back to NeoForge's screen without YACL. Scope PiP gains lens resolution, smooth or sharp lens filtering, and a lens update rate (every frame, or every 2nd or 3rd frame for lighter rendering at the cost of lag while turning), alongside its existing switches. Players can also hide the balance and event HUDs, soften or turn off the heavy-hit shield flash, calm the VHS death screen, reduce motion, and set announcer and server-notice volume separately from the master slider. Every change applies without a restart.
  • Disabled Items Hidden from JEI: Items the server disables no longer clutter JEI's ingredient list: restricted Mekanism machines, gear and modules, refined obsidian gear, paxels, the Ender Chest, and the clumps, shards, crystals and dirty dust of Mekanism's removed ore multiplication chains. Their recipes were already absent; the list now follows the same restriction policies the server enforces.
  • Legacy Technology Cleanup: Removed the superseded technology-tree backend, guide screen, payloads, definitions, translations, gameplay hooks, and old-save migration. MoveEarth's vanilla advancements and their existing progress remain in place; founding a nation does not require completing the old guide.
  • Hub Home Reorganization: The nation hub home now shows a one-line summary (online members, territory, cores, upkeep with its next due time, treasury) and an action list of up to three items the viewer can act on, each opening the right page: sieges in progress, incoming peace proposals, overdue upkeep, pending join applications, an unset vault, and Discord notification setup or delivery problems. The quick buttons that duplicated the Domestic tabs are gone, the hub refreshes itself every ten seconds instead of offering a Refresh button, and Leave Nation moved from the header to a small button on the home page so the most destructive action is no longer the most prominent.
  • Discord Notification Setup Rework: Notifications are now one click from every hub page through a header button, and the hub home page flags nations whose Discord notifications are not set up or are failing for members who can fix them. Unlinked nations open on a guided three-step setup with an in-game bot invite link, /moveearth setup, and code entry; personal verification is marked optional because nation linking already verifies the linker. Each category now has direct in-game, Discord (immediate/digest/off), and urgent-mention choices instead of a click cycle, the coordinate option explains who can see coordinates, and the mention role is shown. The status page's problem button now opens delivery history instead of sending a test notification, failure reasons are translated instead of shown as raw codes, and setup text wraps at narrow widths. The redundant Domestic → Notifications page was removed.
  • Sabotage Crosshair Prompt: Aiming at a territory core now shows a vanilla-styled prompt under the crosshair with the player's own sneak/use keys: plant or defuse actions, missing TNT count, distance and availability hints, planting/defusing progress bars, and the detonation countdown. Defenders are warned while an enemy plants and are told to switch to a welder when a charge is armed. Ownership and eligibility are resolved on the server, and the per-tick action-bar defuse message is replaced by the prompt.
  • Welder Panel in Foreign Territory: The welder's reinforcement panel no longer reports enemy or unclaimed blocks as "unreinforced, can be built with offhand material"; it now shows that reinforcement is unavailable there, and it steps aside while the sabotage prompt is shown.
  • Vanilla MoveEarth Advancements: Replaced the custom guide GUI, tracking HUD, JEI screen bridge, item tooltips, and guide network synchronization with a 46-entry vanilla advancement tree opened through the standard L screen. The tree covers nation entry, agriculture, Create-to-Mekanism industry, engineering, Siege roles, vehicles, prisoners, Warehouse PvE, and market trading. MoveEarth-only actions award criteria only after server-authoritative success; existing schema-3 guide accomplishments migrate once per player while the old data remains read-only for the transition release.
  • Local Nation Chat: Replaced the Localized Chat dependency with signed, server-routed proximity chat. Messages reach players within 100 blocks in the same dimension and show the recipient's block distance, the sender's nation and role, and MoveEarth-style colors. The console records the sender and the players who heard each message; the radius is server-configurable.
  • Market, Balance, and Waypoints: Added MoveEarth-styled /market and /balance screens for orders, claims, account history, and player payments. Trade destinations can be marked with shared world-space waypoints and distance labels; the compact balance HUD shows Trade Credits (TC). Market trading is enabled by default; operators can pause it with disabled = true in the server market config.
  • Regional Resource View: The nation hub now shows the region underfoot, its resources and neighboring regions, including for players without a nation. Resource names are localized and missing materials are called out rather than hidden.
  • Warehouse Reward Preview: JEI shows the Warehouse's guaranteed and possible rewards, including the sniper crafting component and Nether-sourced materials, with the in-game reward table as the source of truth.
  • Disconnect-Safe Loading Screens: Custom loading presentation now ends immediately when a connection closes, preserves the vanilla disconnect reason and error screen, and includes a terrain-receive fallback for disconnects during the level hand-off. Generic screens from other mods are no longer mistaken for loading screens.
  • Season 2 Analytics: The operators' analytics now follow Season 2. A game event log records first-join choices and join applications, nations founded, joined, left and dissolved, tutorial steps, skips and completion, siege starts, core falls, counteroffensives and settlements, prisoners taken and freed, combat-logout deaths, every Trade Credit movement with its reason, market trades, upkeep payments and failures, Warehouse captain kills and vehicle registrations. Events are kept 365 days (schema version 7) and export as CSV or JSONL. A once-a-minute snapshot of every nation (members, online, treasury, controlled chunks, cores, vehicles, upkeep state) and of the money supply feeds the dashboard, and every tenth one is stored for trend charts. The dashboard gains Nations, Wars, Economy, Onboarding and Event Log tabs, a 24-hour window, and a tab bar that scrolls instead of wrapping. Activity and heatmap cells are now grouped by the nation whose territory they fall in, with own, allied, foreign and wilderness standings, replacing the Season 1 detector-whitelist groups; the heatmap's standing filter, which listed values that were never recorded, now matches them.
  • Analytics Performance Diagnostics: Persisted the Web API token across restarts and now distinguish missing from stale credentials. The dashboard records one-minute TPS/MSPT samples and lightweight entity/block-entity chunk load estimates, with time-series graphs, hot-chunk rankings, dimension filters, and CSV/JSONL exports. Repeated TPS/MSPT degradation now starts a bounded 10-second sampled profiler for the estimated top chunks, separating entity, block-entity, and scheduled-tick CPU time while avoiding timing and coordinate work outside sampled ticks; operators can also start, inspect, stop, and export profiles manually.
  • Nation Hub Action Layout: Split the overview actions into two responsive rows so recovery dispatch and vault configuration no longer overlap, including at compact GUI widths.
  • Startup Safety and First-Run Setup: Added a silent photosensitivity/audio notice, a skippable MoveEarth logo ident, and a first-run custom setup for narrator, subtitles, master/music/effect volume, and reduced UI motion. The vanilla narrator-only onboarding is replaced without skipping later startup checks, and the title menu now enters with subtle logo, panel, and button-highlight motion.
  • Expanded Guide Canvas: Removed the chapter sidebar so the node canvas can use the full left side of the guide. Added a framed canvas, stronger node cards, wider spacing, and shorter edge-to-edge dependency lines for clearer progression at a glance.
  • Unified Loading Screens: Server connection, world data and resource preparation, level reception, chunk generation, and world saving now use the main menu's starfield and meteor presentation. A compact translucent bottom HUD combines rotating gameplay tips, live status, a progress bar, and the connection cancel action while leaving room for a larger central logo.
  • Roomier Main Menu: Increased outer, panel, control, and changelog spacing at normal resolutions. The navigation panel now fits its contents and floats vertically beside the changelog instead of stretching across all available height.

Gameplay

  • Siege Fall Attribution: A defender can no longer surrender to an individual (unaffiliated) attacker while a nation's Siege is active on the same core, and a finishing blow by an individual is credited to that nation Siege. Other Sieges on a fallen core are held instead of deleted and resume if that fall is withdrawn or settled by peace, so an alt can no longer reset a falling capital.

  • Offline Defense Decided per Rolling Siege: Whether damage is reduced for absent defenders is now decided when a new rolling Siege starts on a core, not by the first attempt of the night, so an early poke while defenders are online no longer removes the reduction from a later Siege.

  • No Friendly Artillery on Own Defences: Members of the owning nation and its allies no longer damage that nation's reinforcement with CBC shells or explosions, matching the existing mining rule.

  • Intrusion Notice Totals: Territory intrusion notices now also send the remaining count every few minutes instead of waiting for the next break.

  • High-Explosive Blast Radius: The protected blast radius for HE damage to reinforcement defaults to 4 blocks instead of 8, so shooting the ground in front of a wall no longer beats a direct hit. Existing configs keep their value.

  • Vehicle Identity Across Turrets: A re-placed vehicle core rebinds every connected body, and ids of removed cores are ignored, so turreted vehicles no longer silently lose armour protection after their core is replaced.

  • Vehicle Core Dismantling: Owners can dismantle a vehicle core only with the reinforcement permission, out of combat and at full health; while the destroying side holds salvage rights, nobody else can break the wrecked core.

  • Protected Blocks Stay in the World: Sable assembly leaves territory cores, market stations, storage wreckage, other nations' active reinforcement and live foreign vehicle cores behind.

  • Outpost Configuration Limit: The one open hour an outpost may stay in configuration now carries over when it is broken and re-placed on overlapping land, so outposts can no longer reserve land indefinitely.

  • Market Hardening: Claims, wreckage recovery and event claims update and save the ledger before items are handed over, so a crash can no longer duplicate them. All market actions are rate-limited per player. Market default documentation now matches the code: trading is enabled unless disabled = true is set.

  • Event Ranking Consistency: The event HUD, screen and /event top rank only players eligible for rewards, and players without a nation are told once per event. Old event rewards are pruned after 7 days.

  • Capital Regrowth Lock: A fallen capital can shrink but not enlarge its radius while its nation is under the settlement truce or its recovery episode is active, so the radius lost in a fall cannot be restored immediately. Completing recovery lifts the lock.

  • No Insider Chipping: Members of the owning nation and its allies can no longer damage reinforcement by mining; they are pointed to the welder's strip function instead. This closed a way to weaken a nation's defences with no Siege and no alert.

  • Kicks No Longer Lock Out of Joining: A removed player may join another nation at once, but cannot found one for 4 open hours and still cannot attack nations their former nation has peace or an alliance with. The binding is kept across later memberships, so founding and instantly disbanding a nation, or being kicked again elsewhere, no longer clears it. Only members of lower authority can be kicked; the owner can kick anyone else. Leaving voluntarily or through disbandment keeps the full lockout.

  • Ally Permissions: Allies no longer build, use storage or reinforce in another nation's territory by default. The host nation grants Build, Storage and Reinforce separately, to a whole allied nation or to individual members, from the ally card on the hub's Relations page (MANAGE_DIPLOMACY). Allies without Build can neither place nor break blocks there. The ally still needs the matching permission in their own nation.

  • Alliance Termination Notice: Ending an alliance now gives 2 hours of open-time notice; the alliance and its Siege protection stay in effect until then, and the declaring nation may withdraw it. The declaring nation loses every permission the other nation had granted it as soon as it gives notice. Hostility cannot be declared against a current ally, and a nation cannot disband while it has an alliance (including one under notice) or a peace truce.

  • Membership Cooldown: Players who leave, are removed from, or lose their nation to disbandment cannot join or found a nation for 4 hours of open time. During it they count as members of their former nation for peace truces and alliances, closing the leave-and-attack route around a ceasefire.

  • Failed Siege Lockout: When a rolling Siege runs out without the core falling, or the attacker withdraws during a rolling Siege or after a fall, the attacker cannot damage that core's territory for 1 hour of open time (failedSiegeCooldownSeconds). Refused mining now names the actual reason.

  • Capital Fall: A fallen capital now loses 2 radius per fall (radius 4 to 2, 81 to 25 chunks) instead of shrinking straight to its center chunk.

  • Territory Intrusion Alerts: Foreign players breaking unreinforced blocks in controlled territory now notify the owning nation in game and through its Discord settings, at most once per breaker every 5 minutes with the count since.

  • Protected Captives: Escorted and imprisoned players no longer take damage, except from /kill and the void.

  • Warehouse Fight Zone: Warehouse raiders only take damage from attackers within 24 blocks of the building, inside their own firing range; ownerless shells, explosions and projectiles are refused. The captain can no longer be killed from beyond the leash range.

  • Harvest Festival Ties: Equal scores now rank by who reached them first instead of by account ID.

  • Earning Requires a Nation and Input: Jobs XP and income, Harvest Festival points and Resource Event points now require nation membership and a player who has turned their view within the last 5 minutes. Being pushed by water, pistons or contraptions does not count, so idle mob farms and autoclickers no longer earn; the reason is shown on the action bar at most every 3 minutes. Festival rewards and ranks are settled only among players who belong to a nation. Accounts with under 8 hours of play time may send at most 20 TC per day, player payments, treasury deposits, market purchases and buy-order escrow combined. Taking a crafting, furnace or gun smith table result also counts as input, so long crafting sessions keep earning; breaking blocks and attacking do not. All three values are in economy-guard.toml.

  • Steam Pirate Raid Airship: Rebuilt the enemy airship with a curved wooden hull, raised stern cabin, bowsprit, black banded balloon, skull-like pennant, copper engine pods, smokestacks and outward-facing broadside weapons. Six buoyancy cores and two reward barrels remain; assembly clearance now follows the actual blueprint bounds and respects build height and world borders.

  • Vehicle Armor Weight: Reinforcement adds material-dependent mass to Sable bodies, including center of mass and rotational inertia. Hinged/swivel sub-levels count their own armor; damaged or constructing armor retains its weight until removed. Cached physics totals are independent of the overlay entry limit and are reconstructed on load without accumulating extra mass.

  • 19:00–23:00 JST Opening Hours: Shortened the dedicated-server play window to 19:00 through 22:59 JST. Closing notices now run at 22:30, 22:50, 22:55, and 22:59, followed by disconnect at 23:00. PvP opening-day resets, analytics day boundaries, and all server-open-time Siege, recovery, healing, and captivity clocks use the same 19:00 boundary.

  • Trade Credit Economy and Jobs: Replaced Lightman's Currency and Jobs PT/shop with a persistent MoveEarth ledger. Verified Jobs actions earn capped TC while retaining XP, levels, and rankings; nation upkeep, treasury operations, detector fees, recovery, dispatch, and voting rewards use the same accounts. /balance exposes transaction history and payments, and nation dissolution handles the remaining treasury balance.

  • Local Market and Freight: Nation Market Stations support escrow-backed sell and buy orders: buyers collect purchases at the seller's station, while sellers deliver goods to the buyer's station. Orders support partial fills, cancellation, expiry, and owner-specific claims; station destruction transfers stored goods into rights-checked wreckage and refunds unfilled buy escrow. Physical delivery makes transport useful without a separate shipping contract; the market is on by default and can be paused from the server config.

  • Harvest Events: Added timed harvest events with an event screen and HUD, connecting crop collection and agriculture advancements to the shared event schedule.

  • Regional Resource Distribution: Precomputed terrain regions now distribute exclusive ore and oil deposits by region, with small trace amounts outside their main areas. The worldgen gate respects dimension and region size and leaves ore in place when Create contraptions assemble.

  • Curated Mekanism Progression: Reworked Mekanism and Generators recipes into a Create steam → electrical power → Mekanism machinery → nuclear chain. Universal cables remain available, while disallowed shortcuts and laser equipment are blocked from crafting, placement, and use. The Energized Smelter and every tier of Smelting Factory are available, crafted tier by tier (tier installers stay blocked), and the Enrichment Chamber's ore tier is allowed (3 raw ore to 4 dust); purification, injection and dissolution ore chains remain removed. Fluids are moved with Create pipes and pumps: Mekanism mechanical pipes, thermodynamic conductors and the diversion and restrictive transporters are removed alongside logistical transporters, while pressurized tubes remain for chemicals such as fissile fuel, nuclear waste and reactor steam, which have no fluid form. The basic Solar Generator is available as a mid-game electric source (about 50 J/t, daylight only, fed to Create Electro Energetics through a Converter set to any voltage); advanced solar, wind, heat, bio and gas-burning generators remain blocked. For Mekanism Tools, bronze, steel and osmium gear fill the diamond-to-MekaSuit gap left by the missing netherite, while refined obsidian armor, tools and shield are blocked because they out-armor the MekaSuit. Paxels of every material are removed as well: an all-in-one tool undercuts the separate pickaxe, axe and shovel the pack expects, and at sword speed with axe damage even an iron paxel out-damaged a diamond sword.

  • Create Stand-ins for the Mekanism Crusher: With the Crusher blocked, biofuel and fluorite dust had no source, which left HDPE, the Solar Neutron Activator and therefore polonium, the ultimate universal cable, induction cells and providers and the MekaSuit uncraftable. Create millstones now mill leaves, saplings, seeds, potatoes, carrots, fruit, baked goods, kelp, hay, rotten flesh and other plant matter into biofuel at Mekanism's rates, skipping every input Create or another pack mod already processes, and crushing wheels turn fluorite gems into fluorite dust.

  • MekaSuit: The MekaSuit is available from launch as upper-tier gear. With no Nether there is no netherite armor, so each piece is now built on a Mechanical Crafter from Meka Armor Material, a new item made in a Pressurized Reaction Chamber from refined obsidian, polonium and water over eight hours (48 minutes with eight speed upgrades): one for the helmet and boots, two for the leggings and three for the chestplate, which also takes a netherite ingot from PvP rewards. The suit keeps netherite-level armor, but its energy absorption now covers only vanilla explosions and player melee at 50% and falls at 50% through the boots; magic and poison still need the Inhalation Purification Unit, and bullets, cannon fire, mobs, fire and every other damage type are left to the armor. Instead, a full suit carries a heavy-hit shield against snipers: a TaCZ bullet dealing 16 or more damage before armor loses 12, twice, before the shield needs 20 seconds without a stopped hit to recharge, costing suit energy each time and flashing the screen green. Gravitational modulation, elytra, hydraulic propulsion, locomotive boosting and vision enhancement modules remain blocked, as does the Meka-Tool. All values are set in the Mekanism server config.

  • Territorial Radiation Rules: Mekanism radiation now follows territory. Sources outside every nation's territory halve in about 2.3 minutes and sources within 48 blocks of any territory core in about 69 seconds, instead of Mekanism's 23 minutes, so neither open ground nor a core can be held with lasting contamination; elsewhere in territory Mekanism's rate is kept. Exposure from a source under different control than where it is measured — another nation's territory, or wilderness against territory — is cut to a quarter, so contamination does not spill far across a border in either direction. Player doses decay as before, and all values are set in the new Mekanism server config.

  • Generated Warehouse Raids: Added world-generated Warehouse sites with protected build areas, raiders, a boss encounter, a server-wide alert at half boss HP, cooldown-based resets, and shared claimable rewards. Clears provide precision firing assemblies for sniper crafting plus a bonus Nether resource or Blaze Burner; JEI lists the obtainable rewards.

  • Freight-Only Minecart Contraptions: Create minecart contraptions remain usable for transport but cannot be turned into unrestricted mobile machinery or bypass protected-area rules through their actors.

  • Visible Scope Glint: Scoped rifles reveal a glint to other players when their configured gun-pack conditions are met, with in-game feedback explaining when the glint does not appear.

  • CBC Early-Game Balance: Eased cast-iron cannon and autocannon component recipes, adjusted cannon material limits, and set configurable autocannon rate and reinforcement-damage rules so early vehicle defense remains viable without making rapid fire erase fortifications.

  • Renewable Slime and Honey: Added Create processing routes from sugar so these construction materials no longer depend entirely on finding natural sources.

  • Siege Clock and Drill Safeguards: Siege timing now depends on qualifying combat or engineering activity rather than attackers merely standing inside a territory. Create drills cannot remove reinforced walls that the Siege system is protecting.

  • Combat Logout and Captivity Safety: Tightened combat-log and prisoner transitions to prevent duplicate bodies or stuck combat timers, and clarified capture, escort, and release feedback. Prisoner actions and other client packets now have stricter server-side bounds and state checks.

  • TPA Removal: Removed the legacy teleport-request system and its detector-based teleport permissions.

  • Reinforced Wrench Protection: Create's wrench and other tools in the common wrench tag can no longer rotate, pick up, or reconfigure reinforced blocks. The server-side guard covers both territory reinforcement and Sable vehicle armor, including reinforcement that is curing, damaged, or temporarily disabled.

  • Owned Reinforcement Removal: Sneak-use the welding tool to remove reinforcement from a 1x1, 3x3, or 5x5 area without mining the underlying blocks. Only authorized members can strip their own territory or vehicle armor; removal consumes tool durability, returns no material, and preserves combat repair delays.

  • Hydraulic Power Balance: Create water wheels now provide 75% base capacity. Source quality applies at half penalty strength, leaving standalone wheels at roughly 51–75% rather than multiplying weak sources down twice. Player-made or vanilla flow has 50% quality, generated MoveEarth rivers scale from 35% to full quality, and nearby active wheels share a configurable 32-block budget after six small-wheel equivalents. Large wheels consume four equivalents, unloaded chunks are never forced, and all values are exposed through a dedicated server config.

  • Portable Engine Balance: Create: Simulated portable engines are capped at 32 stress capacity per RPM, producing at most 1,024 SU on ordinary fuel and 2,048 SU while superheated. The cap covers every dyed variant, preserves lower operator-configured values, and can be disabled or adjusted in the existing Aeronautics server config. The original inexpensive crafting recipe is replaced with a 3x3 Mechanical Crafter assembly using precision mechanisms, a flywheel, brass casings, the engine assembly, sturdy sheets, and a blast furnace.

  • Steam Engine Fuel Balance: Blaze burners under a Create steam boiler now burn fuel in proportion to how much of their engines' stress capacity is actually used, instead of at a constant rate. An idle boiler burns at 20% of Create's rate and a fully loaded or overstressed network at 250%, scaling linearly in between, so large steam plants pay for the power they deliver while compact diesel generators keep a place as predictable mid-sized power. The boiler's goggle readout shows its fuel use as coal per minute alongside the burn rate against Create's normal one. Burners heating basins, whistle-only boilers and creative burners are unaffected, and all values are exposed through the Create industry server config.

  • Bronze and Steel Cannons Without Boring: Bronze and steel cannon parts now cast already bored, as cast iron parts already did, so the cannon drill is no longer needed; autocannon breeches, recoil springs and the steel screw breech still come out incomplete for their usual finishing step. Steel barrels and chambers are still assembled from their layers with the cannon builder and built-up heating, so bronze becomes the practical mid-game cannon while steel keeps its assembly step.

  • Diesel Engines Without the Nether: The Diesel Engine and Large Diesel Engine can now also be crafted with polished deepslate slabs in place of polished blackstone slabs, which this world has no Nether to supply. Together with campfire brass and Create Diesel Generators' heat-free biodiesel chain (pressed seeds, basin fermenting and mixing), compact diesel power is reachable early; the original recipes still work.

  • Glass Insulation for Create Electro Energetics: Connectors, insulators, variacs, potentiometers, current transformers and miniature circuit breakers can now also be made with glass wherever they used terracotta. Terracotta took clay the early game could only get by chance from washing sand or from deep dripstone, and connectors sit in almost every electrical part; the terracotta recipes still work.

  • No Electric Boilers: CEE resistive heaters no longer heat Create steam boilers. A heater reached a full boiler level on about 7.5 kW while the engine it drove returned about 16.4 kW, so a boiler could power its own heaters indefinitely without fuel, and it sidestepped the blaze burner scarcity that keeps steam power in check. Heaters still heat basins. The excluded blocks are the moveearth_addtional:not_boiler_heaters block tag.

  • Campfire Brass: A basin standing on a lit campfire now counts as heated for brass, so brass is reachable before a blaze burner or electric heater; the brass ingot's tooltip says so. Every other heated recipe, including cast iron, steel and cannon melting, as well as superheated recipes and steam boilers, still needs a real heat source. The qualifying outputs are the moveearth_addtional:campfire_alloys item tag.

  • Fan Ore Processing Balance: Create fans now take eight times longer to blast or wash ores, raw ores, crushed raw ores and dusts, so a lava fan line no longer outpaces a fully upgraded electric smelting factory at no running cost. Washing is covered as well as blasting, since washed crushed ore yields nuggets without smelting, and every other fan recipe keeps Create's speed. The multiplier is set in the Create industry server config, which also holds the steam fuel settings.

  • Industrial TaCZ Workbenches: The gun, ammunition, and attachment workbenches now require appropriate Create components as permanent factory investments. The gun table uses a precision mechanism and brass casing, the ammunition table consumes a mechanical press and copper sheets, and the attachment table uses an electron tube and precision mechanism; individual weapon and ammunition recipes remain unchanged for this first integration step.

  • Counter-Capture Eligibility: Only able regular defenders can advance or hold counter-capture progress. Defending mercenaries alone no longer freeze the gauge; downed and captive players are excluded from both sides of presence checks.

  • Recovery Wall Quality: New Siege records persist the opening wall-health target and block count. Recovery scores actual HP within the same block limit, preventing cheap block spam or late-war destruction from reducing the requirement. Existing recovery episodes retain their legacy count-based targets.

  • Transport Landing and Cargo Access: Removed Bastion dismount cancellation and forced-return triggers, clearing legacy pending returns on login. Building and pearl restrictions remain. Members can access and place storage on their own connected Sable vehicle outside home territory.

  • Siege Loot Rights: Added server-open-time loot windows: no enemy access before fall stage 2, outer-area access for the regular attacker during stages 2–3, and a configurable 30-minute post-settlement window. Core-center storage is excluded before settlement and the defender's vault is always excluded. Solo attacks remain personal; third parties and mercenaries receive no ownership rights. Peace, withdrawal and successful counteroffensives revoke the matching entitlement.

  • Storage Wreckage: Exploded tagged containers now move their contents into restart-safe, non-automatable wreckage instead of scattering or deleting items. Recovery rechecks ownership and Siege rights on every action; repeat explosions, hoppers, Create arms, funnels and chutes cannot bypass the boundary. Unsupported mod inventories are preserved and logged instead of being destroyed unsafely.

  • Vehicle Loss and Prisoner Transport: Vehicle HP transitions to zero now create one public war-history record and a time-limited cargo entitlement for the attributed attacker. Escorting players can load one captive into an active owned vehicle with restraints and sneak-use on its core; the existing three-open-hour deadline is unchanged, bindings survive restart, and vehicle destruction rescues the captive.

  • Vehicle Core Repairs: Sneak-right-click your vehicle core with a welder and offhand iron to repair it. Core or reinforced-body hits impose a persistent 120-second emergency window (5 HP every five seconds, capped at 50%); otherwise repairs restore 30 HP every two seconds. Successful repairs consume one iron ingot and one tool durability. Vehicle-wide deadlines survive movement, assembly and restart, and multiple repairers share the same cooldown. Zero-HP cores can recover only after the quiet period. Values are server-configurable; heavy-cannon deployment timers are not implemented.

  • Breach and Engineering Combat: Added an exposed-core sabotage interaction using a welder and four offhand TNT: interruptible 20-second planting, a 40-second audible fuse, nearby bossbar warnings, and a five-second friendly defuse. Successful sabotage deals 20% maximum core HP before normal defense scaling. Attempts cancel on shutdown, disconnection or invalid combat conditions; consumed materials are not refunded. Heavy CBC point hits gain a configurable territory-core multiplier without increasing entity or vehicle-core damage. Damaged reinforcement now retains a persistent repair cooldown across block replacement and Sable assembly; damage during construction stops automatic HP restoration. See archive/plans/mobile_artillery_plan.md for controls and remaining deployment work.

  • Connected River Geometry: New terrain tiles preserve downstream channel connectivity and export spatially indexed river segments, avoiding narrow diagonal gaps from interpolated distance fields. River water levels are constrained downstream and channel beds use the same water datum; regenerated tiles and a new test world are required to assess in-game aquifer and terrain-noise behavior.

  • Precomputed Terrain and Larger Trees: Server terrain can now be generated from offline plate, erosion, and climate tiles while retaining vanilla caves and surface behavior; without tile data it falls back to vanilla terrain. Forests and plains gain broad procedural trees without adding client-side blocks.

  • Prison Intake Territory Diagnostics: Prison intakes now validate against the viewer's nation before an escort starts and switch to the recorded holding nation during an escort, preventing valid home-territory intakes from being reported as outside active territory.

  • Sable Void Recovery: A configurable server-side guard lifts an entire connected hinge/swivel vehicle chain back above loaded terrain if a collision failure sends it below the world floor, keeping the bodies together and clearing their velocity.

  • Worldgen-Safe Random Spawning: Wilderness and nation onboarding now prefer a persistent pool of safe positions observed in loaded chunks and asynchronously verify that any sampled fallback is already stored at full status before loading it. Login no longer generates arbitrary unknown chunks or repeatedly restarts an active search, preventing expensive Terrano-style terrain generation from stalling the server; an exhausted or timed-out search falls back cleanly to the normal spawn with a retry cooldown. Operators can pre-map cached safe positions with /spawnpool, with generated-chunk-only scanning by default and an explicit, player-free world-generation mode.

  • Post-War Recovery: Capital defeat now opens a persistent recovery episode measured in server-opening time. The nation hub shows resealing, restored reinforcement, upkeep, support eligibility, rebuilding-protection waiver, optional rival designation, and bounded public or nation-only war history.

  • Recovery Fund: Added a server-controlled recovery fund with admin allocation, treasury donations, objective-gated and cooldown-limited aid, upkeep subsidies, dispatch subsidies, global/nation/episode caps, reserved-balance accounting, and conservative review handling for interrupted external transactions. Fund and money movement remain disabled by default until configured.

  • Dispatch Contracts: Nations can prepare offensive or defensive mercenary contracts through a custom GUI with bilateral approval, participant consent, optional subsidy review, pre-funded maximum cost, server-open-time billing, battlefield and activity checks, cancellation, expiry, and settlement. Dispatch remains disabled by default for staged rollout.

  • Scoped Combat Affiliation: Active mercenaries receive contract-scoped combat allegiance and a dispatch nameplate marker only for the bound Siege. CBC projectiles, Warnautics bombs and C4, generic delayed explosions, prisoners, and combat-log flows preserve launch/capture-time Siege and contract attribution; unrelated targets never inherit employer rights.

  • Mercenary Siege Rules: Attacking mercenaries can contest counteroffensives. Defending mercenaries cannot advance or preserve capture progress without an able regular defender. Contracts never grant storage, treasury, building, diplomacy, or territorial ownership rights.

  • Recovery and Dispatch Records: Siege starts, core falls, counteroffensive victories, peace, recovery milestones, rivals, and contract lifecycle changes are retained in a privacy-filtered history and use the existing embed-first Discord notification path without publishing treasury or live-location details.

  • Dedicated-Server Vehicle Assembly: Moved the assembly snapshot out of the reserved mixin package and use public accessors from transformed Sable code, fixing an IllegalClassLoadError when assembling swivel-bearing vehicles.

  • Mobile Welding Overlay Fix: Nearby vehicle armor now synchronizes for players standing outside the craft. Moving armor faces and selection outlines render in local coordinates to avoid precision loss at remote Sable plots, and progress labels follow the interpolated world position.

  • Sable Vehicle Cores and Mobile Reinforcement: Added nation-owned vehicle cores with configurable core health and recurring nation upkeep. Reinforcement metadata now follows Sable assembly into moving plots, uses Sable-aware reach and damage checks, and recognizes hinge/swivel-connected body chains as one vehicle while detached coreless fragments lose protection. A dedicated vehicle console reports HP, upkeep, connected bodies, and armor count; direct CBC and Warnautics core hits now damage vehicle-core HP without allowing blast-radius damage through intact armor.

  • Vehicle-Core Placement Coordinates: Placing a core directly on an assembled Sable craft now validates the craft's physical world position instead of its remote plot coordinates, then immediately binds that body to the new vehicle identity.

  • Ender Chests Disabled: Ender Chests can no longer be opened, placed, used, or crafted. Existing blocks and inventory items are preserved so administrators can remove them safely.

  • Territory-Gated Storage: Tagged persistent storage, including vanilla containers, storage minecarts and chest boats, can only be placed or used inside the owning nation's effective territory or its initial configuring reservation. Operators retain an emergency bypass, existing contents are never deleted, and modded storage can be extended through data tags.

  • Capital-First Nation Creation: The custom nation screen now includes an in-world capital selector with a green 3×3-chunk reservation preview. The server validates support, range, overlap, and moving sub-levels, then creates the nation, configuring capital core, and reserved territory as one rollback-safe operation.

Stability and Security Fixes

  • Second Vehicle Core Hijacked a Craft: Placing a vehicle core on a craft that already had one rebound the whole craft to the new core, which let a boarder take over an enemy vehicle, strip its reinforcement or restore its core to full HP. A craft whose connected bodies already carry a live core now refuses another; a core whose record is gone can still be replaced.
  • Configuring Capitals Held Land for Free: A core left in configuring paid no upkeep and could not be besieged, yet blocked other nations' claims for as long as its owner never validated it. A configuring reservation now lapses after one hour of open time: it stops blocking others and loses its reinforcement and storage rights, and a core whose area was claimed meanwhile cannot activate on top of that claim.
  • Radius Save Dropped Protection: Saving a territory core's radius, even unchanged, put it back into configuring, dropping reinforcement protection and taking it out of siege. The same radius now changes nothing, and a new radius keeps the core's state while the closure recheck decides whether it still seals.
  • Drills Broke Cores: Create drills and saws could break territory and vehicle cores, bypassing core HP and the siege rules. Machines no longer break either, and contraptions cannot move territory cores.
  • Offline Defense Carried Past Closing Time: Whether a rolling siege withholds offline defense was fixed when the siege began, so a siege started just before closing hit absent defenders at full damage the next day. It is now decided at the first attack of each open day; defenders logging off mid-fight still gain nothing that day.
  • Market Pickup Outside Territory: Goods bought or returned at a Market Station can be collected there even after the nation loses that land to upkeep arrears; losing the land now only stops new trade.
  • Moving a Market Station: A nation's territory managers can take down their station even while other nations' purchases await pickup, which could otherwise pin it in place for good. Its orders are cancelled and what it held becomes a local wreck that each owner collects. Any other removal, such as a command or another mod, now also leaves such a wreck instead of orphaning the goods, and Create contraptions can no longer move stations or wrecks.
  • PvP Inventory Safe Across Crashes: A match now writes the stashed inventories to disk before replacing anyone's items, and keeps each stash until the player's own file has been saved with the restored inventory, so a crash on either side of a match can neither lose the original inventory nor restore it twice.
  • Market Refresh Spam: Browse-only market refreshes are folded into at most one snapshot per half second per player, keeping the latest selection; trading actions are unaffected.
  • Pay Now Charged a Cycle per Press: Paying upkeep early charged a full cycle each time and restarted the cycle from that moment, losing the time already paid for. Pay Now now charges only when upkeep is due or overdue; before that the server declines with a notice and the treasury button is shown disabled.
  • First Login in Closed Hours Skipped Onboarding: A first join outside opening hours was disconnected before the spawn flow could save its mark, and the saved player file then made the next login look like a returning player, skipping nation selection and the random spawn. The closed-hours check now runs last, and a first join it turns away is kept pending so the next login starts the flow.
  • Create and Sable Version Caps: The mod now requires Create 6.0.x and Sable 2.0.x, so a mid-season minor update of either cannot load against it untested.
  • Map Mods Declared Incompatible: MoveEarth now refuses to load beside Xaero's Minimap (including the Fair-Play edition) and World Map, JourneyMap, VoxelMap, FTB Chunks, Antique Atlas, Immersive Minimaps, Oaks Minimap and Project Minimap HUD. Map Atlases, which the pack provides, stays the one map. The declaration lives in the client's copy of the jar, so it stops accidental installs rather than a determined player.
  • Rotation Advancement Fired on Any Block: The water wheel advancement used placed_block's old block field, which 1.21 ignores, so placing any block completed it. It now checks the placed block, and water wheels, large water wheels, windmill bearings and hand cranks all count.
  • Config Files Grouped by Owner: MoveEarth's config files now live in three folders: config/moveearth/client/ for each player's settings, config/moveearth/server/ for dedicated-server operation including the Discord bot token and analytics credentials, and serverconfig/moveearth/ in each world for rules and balance (pack defaults in defaultconfigs/moveearth/). A modpack can leave config/moveearth/ out entirely. Files under the old moveearth_addtional-*.toml and moveearth_analytics.properties names are moved into place on startup, before they are read; a file already at the new path is never overwritten.
  • Chunk Loading from Packets: The territory preview no longer looks up a client-chosen core position before checking reach, and nation founding no longer traces sight lines to out-of-reach sites. Either could make the server load or generate arbitrary chunks on its main thread from a modified client.
  • Role Permission Escalation: Role managers can only grant, revoke, or hand out permissions they hold themselves, and can no longer reassign their own role. Previously a member with only role management could give themselves treasury access.
  • Storage of Disbanded Nations: Disbanding clears the nation's storage ownership, and ownership left by a nation that no longer exists (including on wreckage) no longer locks storage for everyone.
  • Loot Windows and Automation: Hoppers, funnels, chutes, and mechanical arms are held only while a loot window is actually open, instead of forever after any fall. The newest fall of an area now decides loot access, so a second siege of the same place grants its attacker their window. Inside a nation's land or a siege boundary, machines may only take items from storage owned by the nation whose land they stand on, which stops extraction from across a border and by an occupier under the defender's remaining chests.
  • Machine Breaking: Drills and saws can no longer break Market Stations or storage wreckage, or nation storage inside a nation's land or a siege boundary. Market Stations and wreckage are also immune to the Wither.
  • Saved Data Resilience: A single malformed record in the territory, siege, peace, Bastion, notification, or warehouse data is now skipped instead of making the whole file fail to load and be replaced with empty data.
  • Core Ownership After Unloaded Settlement: Territory cores resynchronize their owner from saved data when their chunk loads, so a fall settled while the core was unloaded no longer leaves the old owner able to manage or break it.
  • Membership During Sieges: Kicking a member is now subject to the same siege lock as leaving, and managers can no longer kick themselves.
  • Loot Window Integrity: A defender can no longer move its vault chunk while an attacker's loot window is open. Enemy storage opened under loot rights is re-checked at the storage itself, so it closes when the window ends and works for nation-less individual attackers.
  • Discord Test Notifications: Test notifications are limited to one pending test per nation and one every 30 seconds, so they cannot crowd other nations' alerts out of the shared delivery queue.
  • Request Throttling: Client-requested reinforcement scans run at most every 10 ticks per player (later requests are deferred, not dropped), and pending core validation requests are capped per player and per core.
  • Visibility and Chunk Cache: The entity visibility cache is refreshed after explosions, pistons, fluids, and other non-player block changes, and no longer grows with entries for unloaded chunks. The delayed chunk cache's extra distance is capped at 3, beyond which clients discarded chunks the server believed were sent. The entity visibility hook now wraps rather than redirects its vanilla call, so it cannot collide with another mod's redirect at startup.

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