moveearth_addtional-3.4.0-player.jar
Curse Maven Snippet
What's new
v3.4 — Release
The network protocol stays 3.3: v3.3 clients can still join a v3.4 server. The server-side changes apply as soon as the server updates; the interface changes marked as needing the updated client arrive with the modpack update.
Interface
- Scope Shadow and Lens Fringe: TaCZ scopes now show a riflescope's shadow: a dark crescent eats the lens edge while the eyepiece is off the eye, as when the gun is still coming up, sways, bobs with walking, recoils or the view turns fast, and holding still clears it. Higher magnification is touchier. The lens edge also gets a slight colour fringe. Both work with or without Scope PIP, and with an Iris shader pack, where the shadow is drawn over the finished picture and cut to the lens so turning shaders on does not remove it. The shadow is the same for everyone and has no setting, since turning it down would only be an edge in a fight; the fringe is cosmetic and can be adjusted under Scope Optics in the MoveEarth settings. Client-side only: it arrives with the next modpack update, and players who have not updated can still join.
- Scope PiP Lens Redraws Every Frame: The lens update rate setting is gone and the Scope PiP lens is redrawn every frame. Its default of every second frame left the lens image a frame behind while turning, which is the moment a scope has to be right, and the setting only ever traded that against frame rate while scoped. Client-side only: it arrives with the next modpack update.
- Hub Tabs: The nation hub, market, wallet, jobs, stats and events were separate screens, each reached only by its own command or key, so players who did not know
/marketor/jobsnever found them. Each of these screens now has a row of tabs across the top, like a browser's, to switch straight to any of the others: Nation, Market, Wallet, Jobs, Stats and Events. The hub returns to the page last viewed. A tab asks the server for its screen exactly as its command does, so the server needs no change, and every command and key still works as before. Screens tied to a block or a moment, such as the territory core setup or war consent, are not tabs. These six screens were drawn at a fixed size and ran off the edges at large GUI scales, such as the automatic scale on a 1080p display; when one does not fit, it is now shown at a smaller GUI scale while it is open, and the player's own scale returns when it closes. The next whole scale down is used when it is close enough, such as 3 instead of the automatic 4 at 1080p; where it would shrink far more than needed, such as 2 down to 1 in a small window, the screen is shrunk only as much as it must be. Client-side only: it arrives with the next modpack update. - Menu Click and Hover Sounds: Every button click, in MoveEarth's screens, vanilla's and other mods' alike, now plays a short, solid click in place of vanilla's, and moving the cursor onto a button, slider or tab plays a soft hover sound. MoveEarth's own screens, which drew their buttons themselves and made no sound at all when clicked, now click too, as does dismissing the startup warning or skipping the logo. The hover volume, including off, is under Audio in the MoveEarth settings. Both sounds are CC0 recordings from Freesound.
- Main Menu Follows the Cursor: The main menu background now drifts slightly towards the cursor, as the first-start setup screen already did. Reduced motion keeps it still.
- Temperature Panel Can Be Hidden: The Cold Sweat temperature panel in the top-left corner had no off switch. A new Temperature panel setting in the HUD section of the MoveEarth settings chooses Always (as before), Only when cold or hot (hidden while comfortable), or Never. Client-side only: it arrives with the next modpack update.
- Closure Check Shows Every Hole and Why: When the closure check came out open, it showed a single way out that ran on past the hole through the terrain outside to the edge of the search, marking every dirt and stone block on the way as an unreinforced wall, so the actual hole was hard to pick out. It also could not mark holes made of reinforced stairs, slabs and other partial blocks, or of reinforcements still activating, so it could report zero unreinforced blocks and still fail. A large build often showed "inner space too large" when it simply had a hole, and each hole only showed up after the previous one was fixed. Now, when a requested check comes out open, the server finds up to 16 holes at once: it follows each way out back to the one block in the wall that lets it through, preferring the inner shell of a layered fortress, then checks whether the rest are still needed once those are filled. The overlay marks every hole and draws the way to the nearest one only as far as that hole. Chat lists the holes nearest first, each with its coordinates and the reason with what to do: empty, a block that can be walked through, unreinforced, not a full block, reinforcement still activating (with the seconds left), reinforcement broken or disabled by a Siege, or only one half of a door reinforced. When the enclosure is in fact closed but the room inside is too large, it says so instead. The hole search takes a few seconds on its own small per-tick budget. Server-side only; the overlay labels read "Hole" instead of "Unreinforced" with the next client update.
Gameplay
- Structure Loot Opens in the Wilderness: Storage outside a player's own nation's land cannot be opened, which also locked the loot chests, barrels, dispensers and chest minecarts of structures in the wilderness, from vanilla, MVS and Create: Structures Arise alike. Storage the world generated with a loot table can now be opened by anyone while it stands outside every nation's territory, and it stays open after the first visitor rolls the loot, so whoever comes later can take what is left. Players cannot place storage in the wilderness, so nothing a player built is affected; structure storage inside a nation's land, recorded as a nation's, or riding a vehicle keeps the existing rules. Server-side only.
- Carried Uranium Is Radioactive: Mekanism never counted uranium in a player's inventory as a radiation source, so it could be carried around indefinitely without consequence. Uranium in the inventory, including inside carried shulker boxes and bundles, now irradiates its carrier at 2 µSv/h per ingot: blocks count as nine ingots and nuggets as a ninth; ore, raw uranium, dust and yellow cake count as one each. Mekanism's hazmat suit and the MekaSuit block it as they block any radiation, and uranium stored in chests or machines is safe. One stack of ingots carried for about 40 minutes brings on mild radiation sickness, two stacks within about 15 minutes, and a stack of blocks within about 3. The action bar says when the player is being irradiated. The rate is
carriedUraniumDosePerHourinserverconfig/moveearth/mekanism.toml. Server-side only; clients need no update. - Washing Off Radiation in Clean Water: Standing in clean water now washes off about 2% of the player's radiation dose each second, halving it in about 35 seconds, with the dose shown in the action bar. Only water placed from a bucket (by a player or a dispenser) where there was no water before counts as clean, along with water flowing from it or falling from it up to 4 blocks, so a pool or a shower works. Seas, rivers, lakes and any other water generated with the world are contaminated and have no effect; so does water poured into them, and the action bar says so. The rate is
cleanWaterKeptPerSecondin the same file. Server-side only; clients need no update.
Operator Tools
- More Analytics Exports: The analytics exports covered only per-player totals, TPS, loaded chunks, chunk CPU profiles and game events, while sessions, daily and 5-minute activity, the heatmap, detectors, nation and economy history and collector health were recorded but could not be taken out. Each of these can now be exported as CSV or JSONL with
/analytics export table <name> <format> [window]or from the dashboard's export panel, with the player's last known name added beside every player UUID./analytics export all <format> [window]and the dashboard's ZIP button bundle every export into one file with a README listing what is inside,/analytics export eventsmakes game events exportable from the command as well, and1dis now accepted as a window. A file stops at one million rows and says so. Large exports read the database through a separate read-only connection, so they do not hold up recording. Server-side only.
Stability and Security Fixes
- Rooftop Check Without Neighbouring Chunks: The v3.3 check that keeps random spawns off rooftops asked the structure manager about each candidate, which needs the start chunk of every structure referenced there. A spawn search loads only the candidate's own chunk, so a candidate near any unloaded structure start came back unknown, was skipped and dropped from the spawn pool. A spot is now judged by the block underfoot instead: it must be natural ground (dirt, sand, stone, snow, ice, terracotta and the like), which roofs and floors never are. Server-side only; clients need no update.
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