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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-3.3.0-player.jar

File namemoveearth_addtional-3.3.0-player.jar
Uploader
RuskLaboRuskLabo
Uploaded
Oct 2, 2026
Downloads
39
Size
6.6 MB
Mod Loaders
NeoForge
File ID
9037484
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:moveearth-addtional-1616895:9037484"

Learn more about Curse Maven

What's new

v3.3 — Release

The network protocol is now 3.3: v3.2 and earlier clients are refused at login and must update.

Interface

  • /live Streaming Tag: The streaming guidelines ask streamers to mark themselves with /live, which did not exist. It now toggles a red [LIVE] before the player's name in the tab list, above their head and on their local chat lines, so others know what they say may be streamed. It stays on through death and reconnecting, with a reminder at login, until /live turns it off. The tab list tag needs no client update; the tag above the head does.
  • Warehouses Show Their Edge: Stepping into a Warehouse calls out its armed guards, and until now nothing said so: a newcomer wandering in learned it by being shot. Each Warehouse footprint is now drawn as a world-border-style force field that fades in from 32 blocks away: red where stepping in calls out the guards, orange while they fight, and blue during closed hours, loot or cooldown, when entering does nothing. It only marks the line and blocks nothing. Players within 8 blocks of an armed Warehouse see an action-bar warning, and anyone near when the guards are called out gets a title, a sound and a chat line saying what started and that defeating the captain opens the loot. Needs the updated client.
  • Nation Step No Longer Blocks the Tutorial: The tutorial still introduces joining or founding a nation right after opening the hub, 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.

Gameplay

  • Nether Gates and Blaze Rods: With no Nether, blaze rods came only from rare Warehouse bonuses. A shaft-driven Gate Generator (64 SU per RPM, at least 128 RPM, five minutes of charge at 256 RPM) can be placed only in its nation's own territory and stops while that nation is under Siege. Once charged, it opens when a member of the nation comes near: three waves of Nether enemies (wither skeletons, blazes and piglin brutes with double health and 1.5× melee damage) must all be killed within five minutes. Only players can hurt them, so grinders and machines cannot farm the fight, and they drop nothing and cannot set fires or break blocks. Clearing every wave in time drops four Nether Shards on the generator; running out of time, a Siege or lost territory closes the gate with no reward. The Blaze Rod Refiner, a press driven through the rod that crosses it on a horizontal axis at 64 SU per RPM, turns one stick and one shard into a blaze rod, but only while a fan blowing through lava reaches it and it turns at 48 RPM or more: three minutes at 256 RPM, sixteen at 48 RPM, the same stress × time either way, so more rods need more machines and more power. Placed on a belt or depot it works in line: it takes sticks and shards passing underneath, two of each at a time so a row of refiners over one belt shares them, and puts finished rods back on the belt. Belts running into its sides also deliver sticks and shards, and funnels and chutes work too. A generator's charge is saved as it fills, so a restart or an unloaded chunk no longer loses it, and a wave in which no enemy could be summoned calls the fight off instead of counting as cleared. All values are in serverconfig/moveearth/nether-gate.toml. JEI shows where shards come from and how the refiner works, with the server's own numbers and the refiner itself drawn at work in the blaze rod recipe, and three new advancements follow the Warehouse ones: witnessing a gate open, clearing one, and refining a blaze rod.
  • Hinges and Swivel Bearings No Longer Store Force When Blocked: A driven Absolute Kinematics hinge or Create: Simulated swivel bearing kept turning its target angle while a piston or a wall held the moving part back, so its servo built up as much as 180 degrees of push and released it all at once when the obstruction cleared, flinging whatever was attached. The target now stops advancing once it leads the actual angle by 10 degrees (or two ticks of motion for a fast joint), and a sequenced turn still completes its full angle once freed. A joint holding still under load keeps its full strength. jointWindupLimit in serverconfig/moveearth/aeronautics.toml sets the margin or turns it off. Server-side only.
  • Sentry Turrets Toned Down: Create: Sentry Mechanical Arm turrets can no longer aim more than 20 degrees below horizontal, so a turret on a wall leaves the ground at the wall's foot unguarded (about 22 blocks out for a muzzle 8 blocks up) and turns to the next target instead of locking onto one it cannot reach. They only take semi-automatic guns firing one non-explosive round of at most 10 damage, such as the Glock 17 or P320, and with no attachment that changes its hits such as an ammo mod; mounting anything else is refused with a message, and a turret already holding one does not fire. Turrets ignore players downed by PlayerRevive and cannot hurt them, so a downed player is left to be revived or finished by a person. Turrets draw 16 SU per RPM instead of 3. Both placed turrets and turrets riding a contraption follow these limits. All three values are in serverconfig/moveearth/sentry.toml.
  • Time Stands Still While Closed: On the dedicated server, the day/night and weather cycles now stop at 23:00 and resume at 19:00, so in-game days pass only during opening hours. Seasons from Ecliptic Seasons, which count those days, advance six times more slowly as a result: a real day used to pass 72 in-game days, 60 of them while nobody could be online, and now passes 12. Cycle progression is paused without modifying operator gamerules, so world-save order and restarts cannot capture the temporary pause as a permanent setting. Legacy freeze records restore their saved gamerules once during migration. freezeWorldWhileClosed in serverconfig/moveearth/schedule.toml turns it off. Server-side only; clients need no update.
  • Market Open at Launch: Market trading and Market Stations are now enabled by default; operators can pause trading with disabled = true in the server market config.
  • Kick Binding Kept: A removed player still joins another nation at once, but can no longer found one for 4 open hours. 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.
  • Alliance Notice and Disbanding: The declaring nation loses every permission the other nation had granted it as soon as it gives notice to end an alliance, and a nation cannot disband while it has an alliance (including one under notice) or a peace truce.
  • Withdrawal Triggers the Siege Lockout: Withdrawing during a rolling Siege or after a fall now locks the attacker out of that core's territory for 1 open hour, like a Siege that ran out. Refused mining now names the actual reason.
  • Earning Input and Transfer Cap: Taking a crafting, furnace or gun smith table result now counts as input, so long crafting sessions keep earning; breaking blocks and attacking do not. The new-account daily transfer cap now also covers market purchases and buy-order escrow.
  • Copper Welder: The reinforcement welder now takes a copper ingot instead of redstone dust (2 iron ingots, a copper ingot, 2 sticks), so reinforcing does not wait on mining down to the redstone layer; copper is already at hand from the andesite alloy step.
  • 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 save the goods record 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.
  • Confirm Before Starting a War: A nation member's first hit on the reinforcement or core of a nation that their own nation has not declared hostile, and is not already at war with, no longer starts a nation Siege on its own. The hit is held back and a chat line with a link asks the attacker to confirm; the screen never opens by itself, so a stray splash in the middle of a fight does not take the controls. It names the nation and says that a war is announced server-wide, that members of both nations can be taken prisoner and that a failed Siege locks the attacking nation out of that core. Confirming allows attacks on that nation for 10 minutes, until logout, or until the player changes nation. Declaring hostility first skips the prompt; the target declaring hostility on its own does not, so a nation cannot drag another into a war by declaring on it and baiting a stray hit. Players without a nation are never asked, merely looking at a core never asks, and unmanned fire (cannons, bombs) against such a nation needs declared hostility.
  • Cannon Fire Has an Owner: Create Big Cannons never recorded who fired a shell, so cannon fire ignored peace truces, never started a Siege and could hit the firing nation's own defences. Each shot is now credited to the player controlling the cannon; otherwise to whoever placed the cannon mount, while they are still in the nation they placed it for and the gun stands on that nation's or an ally's vehicle or land, or in the wilderness (so a placer who defects does not turn the guns they set up against their old nation); otherwise to the nation owning the vehicle or land the mount stands on. Shrapnel, grapeshot, fluid and flak fragments and mortar stones inherit it, and CBC Modern Warfare cannons are covered too. Fire that cannot be credited to anyone leaves reinforcement, territory cores and vehicles untouched.
  • Vehicles Protected Like Territory: Peace truces now cover a nation's vehicles everywhere, and a fallen nation's rebuilding truce covers them while they stand inside its own territory, so a fallen nation cannot raid in a tank nothing can damage. A vehicle parked inside its own nation's territory gets the same offline defense as the land around it, and its nation is told (in game and on Discord, at most every 5 minutes per vehicle and attacker) when it is shot at. Allies can no longer wear down a vehicle core, Warnautics bombs no longer damage their own side's or allies' reinforcement, and allies never receive salvage rights.
  • Disbanding Locks Out Only the Owner: When an owner disbands a nation, only the owner waits 4 open hours before joining or founding again; members may join another nation or found their own at once, and members who were offline are told at their next login.
  • New-Account Limit Counts Active Play: The daily transfer limit for new accounts now ends after 4 hours of active play (view turned or crafting within the last 5 minutes) instead of 8 hours of world play time, so on a new season's world veterans are not held back for two nights and idle accounts never qualify. Refusals show the active time still needed. The setting is newAccountActiveHours in economy-guard.toml.
  • Market Shows Your Own Orders: The market screen sent only the 50 cheapest sell and 50 highest buy orders server-wide, so once enough cheaper listings existed a player's own orders vanished and could not be cancelled until they expired. Your own orders are now always listed first, other offers are chosen per item so one item cannot crowd out the rest, and search runs on the server (including Japanese item names).

Stability and Security Fixes

  • Warehouse Zones Only Nearby, Terrain and Token Files Fail Safe: Players receive only the Warehouses within 256 blocks rather than every site and its raid state. A per-world terrain folder that cannot be read now stops the server instead of quietly using the shared tiles, which would generate a different world. The .bak copies FML makes of the Discord config are kept owner-only like the file itself. Random spawning no longer reads chunks from disk to check for buildings, and stale Sable move records are cleared every tick.
  • Prison Intakes Cannot Be Moved Away From Their Prisoners: Pushing a prison intake one block with a piston, carrying it on a Create contraption or Sable vehicle, or drilling it out released every prisoner held there, with no Siege and no break. Pistons, Create contraptions and Sable assembly now leave it in place, drills and saws cannot break it, and a move that somehow got through no longer releases anyone.
  • Vehicle Cores Keep Their Record When Carried: A vehicle core carried and set down by a Create bearing, gantry or similar machine kept its record at the old spot, so it stopped taking damage as a core and one explosion could remove it as an ordinary block. A core loaded somewhere new now moves its record with it.
  • Sable Void Rescue Cannot Stop the Server: The rescue for bodies that fall through the world runs exactly when Sable is misbehaving, and an error during it used to propagate into the server tick. A failed rescue is now logged once and skipped, and the check runs four times a second instead of every tick.
  • Lighter Downed-Weapon Check: The every-tick check that takes a TaCZ gun out of a downed or captive player's hand now looks at the held item first and only then asks PlayerRevive and the prisoner records.
  • Cores Past Their Reservation Hour Can Still Be Sealed: A newly placed core holds its land for one hour of open time while it is configuring. Once that hour ran out the core stayed configuring but nothing around it could be reinforced any more, so it could never be sealed and activated, and the welder only said the spot was outside the nation's territory. A lapsed reservation now still lets its nation reinforce any of its chunks no other nation has claimed since; the land stays open for others to take. It does not reach into the outer ring of the nation's own established cores, so it cannot undo upkeep shrinkage, and registering vehicles and counting recovery walls still need established land. The core screen and the welder show the minutes left on the reservation, and say when it has lapsed or when another nation has taken the spot.
  • Analytics Dashboard Escapes Player Names: Two player tables put the last known name into the page unescaped, so a crafted name could run script in an administrator's browser and read the dashboard token. Every name is now escaped like the rest of the dashboard.
  • Discord Invite Asks for the Right Permissions: The bot's invite link asked for webhook management and activities instead of viewing channels, embedding links, reading history and mentioning roles, so a bot added through it could not see private channels and its notices failed there. The permission set is now built from named bits and pinned by a test. The "no mention" button also requires Discord's Manage Server permission, like the other setup buttons.
  • Discord Token File Is Owner-Only: config/moveearth/server/discord.toml, which holds the bot token, is set to be readable by the server's own user only each time it loads, as the operations guide states.
  • Smaller Robustness Fixes: /pvp admin map vote works from the console and command blocks. A TaCZ error while checking a scope now turns Scope PiP off for the session instead of crashing the frame. An analytics batch that fails part-way is rolled back instead of half-saved. An empty per-world terrain folder no longer hides tiles in the shared one. The prisoner screen packet refuses out-of-range row counts. The everyday build now also checks the server JAR carries the terrain noise settings.
  • Over-Limit Vehicles Stop Instead of Spinning: A vehicle with more track loops or wheels than the per-vehicle limit had only the loops past the limit switched off, which could leave one side driving and the other dead, so the tank turned on the spot without end. Now all of a vehicle's tracks stop together while it is over the limit, and the player whose wheel pushed it over is told the vehicle's count and the limit in chat (when no single placement did, such as on assembly or reload, everyone who placed its wheels is told); removing loops brings it back. The goggle readout says the whole vehicle is stopped.
  • Tracks Sync and Stacked Loops: Loops at different mounting heights connect independently. Wheel movement packets are limited to two per second, telemetry-only changes to one per second, with staggered slots and immediate topology/status updates. Compression interpolates between updates. Small stress fluctuations are quantized and filtered; ongoing Create stress-network updates are limited to four per second while driver starts and stops remain immediate.
  • Event Reward Ranking: HUD, event screens, commands and settlement now share the nation-membership and 100-point reward threshold. Players below the threshold see their own score and the points still required instead of a prize rank they cannot claim.
  • Machines Are Not Players: Damage dealt through fake players, as Create deployers and turret mods such as Create: Sentry Mechanical Arm do, no longer counts as a player attack. Such machines cannot clear a Nether gate or a Warehouse raid, combat-tag anyone, keep a Siege clock running, damage cores as a player, or earn kill, Jobs or PvP credit.
  • Tutorial Steps Logged When Done: The analytics event log recorded a tutorial step when the goal list moved past it, so the nation step, which a player in the wilderness passes over, was counted as reached before they had any nation. Each step is now logged once, when it is actually done; the nation step when the player joins or founds one.
  • Market Hand-Offs Really Saved First: Collecting market goods, wreckage or event rewards wrote the ledger before the items were handed over, but NeoForge only queued that write, so a crash right after a collection could still restore the claim and hand the goods out twice. Orders, claims, wreckage and event rewards now live in their own small file, written to disk (temporary file, then an atomic move) before anything is handed over; if the write fails, the collection is undone, the player is told and nothing moves.
  • Deployers Cannot Siege: Create deployers and other machines acting as fake players can no longer wear down reinforcement, register a Siege as an individual attacker, break vehicle cores or keep a Siege clock running by breaking blocks.
  • Hostile Server Packets: PvP team, loadout, map vote, killcam and map packets now reject impossible list sizes instead of letting a modified server exhaust a client's memory.
  • Missing Labels: The vehicle core screen names the grace and weakened upkeep states, and war history names vehicle losses, storage wrecks, prisoner transports and rescues, and wreckage recovery, instead of showing raw keys.
  • Vehicle Assembly Keeps Reinforcement: Disassembling a vehicle with the Physics Assembler, a swivel bearing or merging glue left its reinforcement and core record at the old position, losing the armour and orphaning the core. Reinforcement, pending repairs and the core record now move with the blocks in every assembly, disassembly and merge. Assembling a reinforced hull without a core keeps the reinforcement, inactive until a core is placed. Assemblies with two cores, or that would tear the assembling nation's own protected blocks off the hull, are refused with a reason, and blocks left behind for other nations are counted in a message to nearby players.
  • No Random Spawns on Rooftops: Random spawn landed on the highest solid block, which on a tall structure such as a ruined skyscraper is its roof, leaving the player no way down but the fall. Spots standing on or inside any generated structure, Warehouses included, are now skipped, so players arrive on open ground.
  • Random Spawn Never Times Out Next to an Enemy: When a random-spawn search ran out of time (20 seconds searching, or 30 seconds waiting for a chunk-load slot), it settled on an already loaded spot without checking where other players were, so a player could appear in front of a hostile one. The fallback now drops the rule about staying away from the player's previous spawn and halves the player distance: every spot must still be at least 192 blocks from any player outside their nation and its allies, measured where they stand at that moment. If none qualifies, the search retries after 10 seconds (twice) before the player keeps the normal spawn point, and players waiting for a respawn location take no damage.

Performance

  • Cheap Crash-Safe Collections: Collecting market goods, wreckage or event rewards no longer re-saves the whole economy ledger (up to 10,000 transactions) on the server thread and waits for every other pending world write, which let one player stall the server by clicking Collect. Only the small goods file is written; the ledger keeps the normal autosave. Account and treasury history comes from a per-account index of the last 100 entries instead of scanning the whole journal, and the market screen, event HUD and reward counters no longer walk every order or player.
  • Packet Rate Limits: Every MoveEarth client-to-server packet now passes a per-player rate limit on the network thread, so a flood never reaches the server's task queue. Screen refreshes fold into the latest request, buttons pressed too fast show "too fast", and Discord unlink attempts are limited separately so they cannot flood the shared audit log. Applying to a nation has a 15-second cooldown after applying or withdrawing. Operators may additionally set rate-limit in server.properties (300–500 recommended; below 200 risks kicking normal players).
  • Recovery Dispatch Without Coordinates: The dispatch screen listed every territory core on the server with its exact coordinates to any player. It now shows the nation, core type and a short id only, and its snapshot is built at most four times a second per player.
  • PvP Join and Leave: Joining a running match saved every piece of world data on the server thread. Only the PvP session file is written now, synchronously and before any inventory is replaced, and a failed write cancels the join or start instead of risking the stash. Joining and leaving need 5 seconds between them. Entry state, HUD, zone and map-vote updates are sent when they change instead of every tick or vote.
  • Reinforcement Data: Reinforcement saves in a packed per-chunk format, several times smaller and faster to autosave; older files still load. Blocks counting down their 30-second activation are no longer re-sent and re-saved every second, scans are re-sent only when something changed, and the client rebuilds only chunks whose reinforcement changed, spread over frames instead of in one hitch. Fixed: an ally's reinforcement view lost the blocks of allied territory on every update.
  • Explosions and Shells: Vehicle and warehouse lookups are indexed by position instead of scanning every vehicle or site per affected block, CBC impacts away from any reinforcement or core return early, and each explosion records one siege attempt per core instead of one per block. CBC impacts now pick the nearest actual projectile, so a nearby cannon mount can no longer be mistaken for the shell. The per-block "Siege attempt" log is folded into one line per attacker and core.
  • Loot Automation Checks: Hoppers, funnels and chutes next to storage checked every fall and loot grant on every tick, copying the lists each time. Grants are indexed by chunk and the result is reused within a tick, so the cost no longer grows over the season.
  • Rest, Gas Masks, Spawning and Visibility: The campfire search for rest healing runs at most once a second per player instead of every tick. Gas mask filters are written to the item every 5 seconds and on unequip, death or logout instead of every tick (which re-sent the equipment to everyone nearby), and the oxygen HUD updates only on change. Random spawning searches up to six locations at once in round-robin order and falls back to an already loaded location after 20 seconds of searching, or 30 seconds waiting for a chunk-load slot, so a crowd joining at opening no longer waits at world spawn. Entity occlusion is recomputed at most every 5 ticks per player with a bounded search.
  • Nameplates and Prisoner Status: Nation nameplates are re-sent only when membership, names or relations change, and only the changes. The prisoner HUD state is sent once to players who are not involved instead of every second.
  • Client Rendering: The reinforcement overlay culls by chunk before any other work, draws without per-face allocations and caps the pre-OpenGL 4.5 fallback at the nearest 4,096 faces; on OpenGL 4.5 a late GPU fence reuses the previous buffer instead of flickering. Scope glints skip players who are not aiming, territory map frames cache their geometry and labels, the Scope PiP lens defaults to every second frame (existing settings are kept), anti-aliasing and PiP read GL state from the cache instead of stalling on queries, and Discord Rich Presence talks to Discord off the render thread.
  • Track Physics Load: A vehicle runs at most 4 track loops with 40 wheels in total (maxLoopsPerVehicle, maxWheelsPerVehicle in tracks.toml); further loops stay in place but inactive, and goggles say why. Parked, undriven vehicles reuse their last ground contacts and re-probe once a second, when they move, or when a block under them changes. Interior wheels probe the ground with a single centre line, roughly halving ray casts, with the same total support and drive force. Each loop sends one combined update from its head wheel, parked loops refresh every 30 seconds instead of every wheel every 5, placing or removing a track rebuilds only the affected row instead of the whole dimension, and the client caches each belt's outline and simplifies distant belts.
  • Nether Gate Limits: A nation can run one gate battle at a time and the server four, and a gate will not open within 96 blocks of a running battle; a charged gate waits and tells nearby members why. A battle with nobody within 32 blocks for 30 seconds closes with no reward. The limits are in the [limits] section of nether-gate.toml.

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