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-3.7.0-player.jar

File namemoveearth_addtional-3.7.0-player.jar
Uploader
RuskLaboRuskLabo
Uploaded
Oct 21, 2026
Downloads
11
Size
7.3 MB
Mod Loaders
NeoForge
File ID
9281139
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:moveearth-addtional-1616895:9281139"

Learn more about Curse Maven

What's new

v3.7 — Release

Client update required. The network protocol is now 3.7, so every player needs the v3.7 client; earlier clients cannot join.

Economy

  • Nation Tax: A nation can now take a share of its citizens' Jobs income for its treasury. Fighting nations ran out of money while currency piled up in wallets: one nation spent 96% of what its citizens deposited on upkeep, and nearly all of it came from two players. The rate is set on the treasury screen by anyone with treasury rights, from 0% to 30%; every nation starts at 0%. Raising it is allowed once a day, and lowering it is allowed any time. Every change is announced to the whole nation, in game and on Discord. The tax comes out of the award itself, so a citizen keeps the rest and no currency is created. The hourly and daily Jobs limits still count the whole award. Jobs pay one currency at a time, so the fraction owed is carried per player and paid once it makes a whole currency. The treasury receives the tax every five minutes as a single "Nation Tax (Jobs)" entry, so its history is not one line per mined block. The Jobs bar shows the tax beside what the player kept. Citizens without the rights can see the rate on the same screen.

  • Player Detector Upkeep: A detector now costs 2 TC per upkeep cycle of 24 hours. Before, it cost 5 TC every 2 hours, which is 60 TC a day: six times what a player can earn from events in a day. Both values are set beside the nation upkeep in s2-territory.toml: detectorGoldCost and the shared cycleHours. The screen shows the server's values, and the screen, the tooltip and the payment messages always agree. The detector screen follows the hub's layout, with owner, running state and name in cards, and a progress bar for the warm-up and the paid time left. A long name no longer runs under the close button, and the duplicate close button at the bottom is gone. A name being typed is no longer wiped when a payment refreshes the screen.

  • Portable Engine Recipe Restored: Create: Simulated's own crafting recipe for the portable engine is back, and MoveEarth's Mechanical Crafter replacement is removed. The cap on its stress capacity is unchanged.

Menu

  • New Title Logo: The title screen, the startup screen and the loading screen show the new MoveEarth logo. Its size is now set in one place, so the next logo only needs the image and that one size changed.

Airships

  • Balloons Survive a Hole: One broken envelope block no longer brings a Create Aeronautics balloon down. Aeronautics rebuilt a holed balloon only from its burner at the very bottom, so any hole emptied every connected layer, and the lift was gone within about 20 seconds. A balloon is the air its envelope caps from above, and a hole lets out only the air at and below it. The air above a side hole now stays: a hole near the bottom costs a little lift, and a hole in the top still costs it all. The hot air a balloon can no longer hold now escapes over about 30 seconds instead of 9 (balloonHoles.leakSeconds in aeronautics.toml), which gives the crew time to land or patch it. Turning a burner down still takes Aeronautics' own 9 seconds. Patching the hole restores the whole balloon as before. A blast that tears out many envelope blocks is now handled in one rebuild instead of one per block. The client is changed as well, so the hot air drawn matches the lift.

Territory

  • Abandoned Chests: A chest a nation left outside every nation's land can now be looted. Such chests appear only when land is lost, through a fall, a shrunk capital or a disbanded nation. They used to stay locked for good with their contents, and for everyone once the nation was gone. The owner nation keeps the chest to itself for 4 open hours after the land goes, and is told how many storage blocks it has out there and where one is, in game and on Discord. After that anyone may open the chest and take what is inside. Nothing can be put in, and the chest itself cannot be broken. This covers chests and trapped chests only. Storage on vehicles keeps the vehicle's rules, and a Siege's 30-minute salvage window comes first as before. A chest back inside a nation's land starts the clock over if it is ever lost again.

  • Painting Uploads: Immersive Paintings is supported. A nation's citizens can upload 3 images per open day ([s2Territory.paintings] dailyUploads). The count starts over at the open hour, and deleting a painting does not give an upload back. Players without a nation cannot upload, and operators are not counted. Paintings already uploaded can be hung any time. On a nation's land or vehicle, only that nation and its allies can change what a painting shows. Anyone could swap it for their own image before. Guns no longer break paintings. Neither a TaCZ bullet nor an explosive round's blast does, so a firefight leaves the walls as they were. A bullet still stops at the painting and a rocket still explodes. Other ways of breaking one are unchanged, as for vanilla paintings.

Mercenaries

  • Dispatch Contracts Usable in Battle: Hiring another nation's players to fight for you now works the way wars are actually fought. The system existed but was off and had never been used; in the last war a mercenary was hired by role-play instead. It is now on by default. A server that already has recovery-dispatch.toml keeps its own settings: set [dispatch] enabled = true, moneyEnabled = true and maxOpenMinutes = 240 there.
    • Flat fee: A contract can pay a flat fee, alone or on top of the per-minute rate. It is held from the treasury when the contract is funded. It is paid to the provider once the battle has started and ends: the Siege ending, the time running out, or the employer calling it off. It is refunded if the battle never starts, the provider cancels, a hired player leaves the provider nation, or staff end it.
    • Several players in one contract: Several players can now be hired in one contract. Click a name in the create dialog to pick or drop them.
    • Time to get ready: A contract now has 8 open hours from creation to battle (reservationOpenMinutes). Before, it had only its own length, 30 minutes by default, so a contract agreed the day before was always gone.
    • Fewer steps: The employer no longer has to approve its own offer.
    • The target is shown: The target shows whose capital or outpost it is. The contract's own parties also see its coordinates; before, they saw only an 8-character id.
    • Everyone is told their turn: Each side is told in chat when it is their turn: a request has arrived, consent is needed, it is ready to fund. Hired players are told where the battle is when the contract starts. They are also warned that striking before the employer does counts as their own nation's war.
    • Fixes:
      • Reopening the screen made every action a silent no-op that still said it was accepted.
      • Ending one contract stripped every other mercenary in the same Siege of their side.
      • An alliance or truce made after funding no longer lets a contract start.
      • A shot still in flight when its contract ended no longer counts for the employer.
      • Contracts that stopped in review had no way out and kept both nations from disbanding. /dispatchadmin list|retry <id>|close <id> now lets staff settle them.
      • Every end reason now has a readable text.

Fixes

  • Split Vehicles Stay Their Owner's: When Sable split a vehicle apart, only the piece holding the core stayed the nation's. The pieces are cut out one at a time; once the core's piece had gone, every later piece, and the hull itself, belonged to no one. Their chests locked for everyone but operators, as on the airship that split mid-ocean. Every piece of a split now keeps the vehicle and its nation, whatever order Sable cuts them in. A piece without the core is still not protected, as before, but its storage stays usable by its own nation. Its own nation can also give it a new core in its shipyard; no other nation can. Storage moved into a vehicle, split off or set back down now keeps the nation it was placed for. A wreck's storage is also no longer lost to its owner when an enemy breaks the destroyed core.

  • Re-Coring a Fragment: A new core on a split-off hull used to leave turrets and other joined pieces still carrying the old vehicle's id. Two live ids made the whole craft count as nobody's, so even the new core protected nothing. Those pieces now pass to the new core when they belong to the same nation.

  • Ships Tied Together: Two vehicles joined by a rope, spring or docking connector both lost all protection while joined. Each now keeps its own.

  • Lost Vehicles: A vehicle whose physical body Sable removed without breaking its blocks kept its record. This happens when a craft falls out of the world, fails physics recovery, fails to load, or is removed by command. The record went on being billed, and the next craft given the same plot treated one of its blocks as that vehicle's core. Such records are now dropped, and the owner is told the vehicle was lost (in game and on Discord) and to ask staff about its cargo.

  • Automatic Repair of Broken Vehicles: Vehicles already broken by these faults are repaired as they load. Each piece of a craft gets its owner back. A record pointing at the wrong piece is pointed back at its core. A core block that lost its record gets it back, but only on the craft that shows it was that vehicle's. A ghost record on a reused plot is dropped. A piece that never carried an owner goes to the single nation whose storage is on it. Every five minutes, a craft whose core has been missing for three checks in a row loses its record, and expired salvage rights are cleared. For what this cannot tell, /vehicleadmin info shows who owns and protects the craft you look at, heal repairs it now, relink <id> binds it to a vehicle, and remove <id> drops a dead record.

  • Bomb Cover on Vehicles: Whether a reinforced hull shielded a vehicle's core or armour from a blast was decided by chance. The blast was tested in world space against blocks Sable lists in the craft's own space. It is now tested in the craft's own space, against the craft's own walls. Warnautics bombs also wear a vehicle core down by distance, as they do a territory core, instead of at full strength anywhere in the blast. A bomb nobody answers for no longer damages vehicle cores, as CBC fire already did not. Such a bomb is one from a dispenser or a deployer, or one placed more than a week earlier. These bypassed truces and friendly-fire protection and left a wreck no salvage right was granted on.

  • Mercenaries and Truces: A hired mercenary's shots now count for the nation that hired them. Before, a truce with that nation did not protect the other side's vehicles from them.

  • Vehicle Salvage: The owner could cancel the attacker's 30-minute salvage by welding the wreck back after two quiet minutes. Repair of a destroyed core now waits until the salvage window ends. A player without a nation who destroyed a vehicle and then joined its owner or an ally can no longer salvage it. Owners now get a notice when a vehicle is destroyed (in game and on Discord); the hit notice is limited to one every few minutes, so the kill often said nothing.

  • Wreck Upkeep: A destroyed vehicle is no longer billed. Its owner could neither dismantle it while damaged nor repair it while upkeep was suspended.

  • Smaller Vehicle Fixes:

    • A copy of a core can no longer take a vehicle's record while the real core is merely out of range.
    • A stray core copy can no longer load a captive into the vehicle.
    • A captive in another dimension is no longer moved by a transport.
    • The newest pre-split cargo record is no longer pushed out by later routine records.
  • Rope Connectors and Bastions: Rope connectors thrown by hand or shot from a launcher (Create Aeronautics: Throwable Rope Connector) now obey Bastion protection. The mod places the connector without the usual placement check, so one could be thrown into another nation's Bastion, or shot there by a launcher on redstone with no one aboard. A thrown or crewed shot is now held to what that player could place by hand. A shot with no one behind it follows the machine rule: it may not reach into another nation's active Bastion. Its nation is the one that owns the vehicle carrying the launcher, or else the one whose land the launcher stands on. A refused connector comes back as it does when it misses. Connectors on vehicles are not affected, so ships can still be roped in a fight. Server-side only; does nothing without the mod.

  • Siege Discord Alerts: A Siege now reaches Discord when it starts. Since v3.6 a Siege opens when blocks in enemy territory are broken, and it starts in the five-minute preparation phase. That phase was sent only in game, so a Siege that never went past it sent nothing to Discord. Both nations now get a "Siege準備開始" alert naming the attacker, the defender and the preparation time; "Siege開始" still follows when the Siege moves on to full fighting. The preparation alert is urgent, as the start of a Siege now is: it pings the mention role and is never folded into a digest. The usual mention cooldown still applies, so a "Siege開始" right after it does not ping again. Server-side only.

Operator Tools

  • Relief Pack (temporary): /compensate <players> books a fixed relief pack for each named player, online or not, as an event reward to pick up with /event claim within seven days. The pack holds a stack each of redstone, gold and copper blocks; 16 of each crop seed (wheat, beetroot, melon, pumpkin, carrot, potato, and Farmer's Delight cabbage, tomato, onion and rice); 128 osmium ingots; 32 electron tubes; and spawn eggs for three donkeys and two villagers. Granting twice gives two packs. Operators only, server-side only.
  • Vehicle Cargo Records: What every registered vehicle carries is now recorded: the contents of every chest, barrel and other container on every body bound to it, and of Create's item vaults. A record is taken every ten minutes, just before a body splits apart, and when the server stops; an unchanged one is not stored again, and the newest twelve are kept per vehicle in <world>/moveearth/vehicle_cargo. When a craft is lost to a Sable fault, as an airship that split mid-ocean and lost its chests, staff no longer have to piece together what was aboard: /vehicleadmin cargo list [nation] lists the vehicles with a record, show <id> [gen] lists what a record held, and give <id> [gen] hands it to you packed in labelled shulker boxes to give back. Nothing is restored on its own, so giving it back stays a staff decision. Server-side only.

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