Pandorical lib

Client-side enablement bridge for server-driven UI, content, and rendering on Fabric.
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pandorical-1.3.10.jar

File namepandorical-1.3.10.jar
Uploader
justfatlardjustfatlard
Uploaded
Sep 16, 2026
Downloads
1.4K
Size
850.0 KB
Mod Loaders
Fabric
File ID
8896972
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

Fabric

modImplementation "curse.maven:pandorical-1655725:8896972"

Learn more about Curse Maven

What's new

  • The minimap's corner needle turns with the player: straight up means straight ahead, as the needle without a map already did. It was measured from north and stood still while the player turned.
  • A block mark for a fence or wall that stands alone: marked so, it joins nothing beside it and nothing joins to it, on the server and on every client. Fence-posts is what marks them.
  • A controller's shoulder scroll no longer nudges the item under the cursor: the container item habit stands aside for a navigation scroll, so the list underneath scrolls.
  • Structure poses are sent from the entity tracker pass, alongside entity positions, instead of mid-tick. The deck used to reach clients a full server tick ahead of the anchor, cushions and hull riding it, which put a ship's pilot a tick off the helm and shaking.
  • A turn without a move, which docking a big boat sends, crashed the client: the structure rider blend read a path that vanilla passes as null for rotation-only updates.
  • The synced resource pack now loads during the configuration phase, before the world exists, the way a vanilla server resource pack does. It used to reload on top of the level being created, which is the one condition some Windows OpenGL drivers do not survive (MC-311345); players hit an access violation seconds after joining.
  • The skin override freed its image while the GPU upload still needed it. The texture owns the image now.
  • The synced pack is registered with the game once, not once per connection.
  • A fence gate marked as hung from one post draws open as one leaf, from moredoor's gate menu: the models are moredoor's, the choosing is here, next to the joined and stacked gate models it already picks.
  • The mods menu has two more tabs. Commands lists every form of every command a mod added, with its arguments, the ones an operator alone may run gathered under their own heading and marked as such for everyone else. Nothing in the game records who registered a command, so the owner is read off the code: the lambdas a mod wrote know which jar they came from.
  • Keys lists the keybinds a mod claimed, what each is bound to now, and binds one to the next key pressed. The pool is shared and the controls screen shows every claimed slot under one heading, so until now there was no way to tell which mod had asked for what.
  • The minimap draws its landmarks again: treasure X, banners, structure markers and the compass marker. Each was drawn on a flipped quad, which 26.3 no longer renders; they are drawn the way vanilla draws its own now.
  • A radar component: dots on a disc that turns with the player, drawn every frame from the client's own position and heading, following each entity it can see.
  • The minimap and radar draw players as an outlined diamond, apart from the square mob dots, and never filter them out with the wildlife.
  • A slow machine gets time to take in the content sync: five minutes instead of vanilla's thirty seconds while the sync is unanswered, with the keep-alive held and a ping every ten seconds so neither side times out. Slow Windows laptops were timed out mid-reload and crashed natively.
  • Keepsakes: a server can leave small values with a player's own game, kept per server and per address the player reached it at, and gets them back at every login before the player joins. For recognising the same machine when its address changes. No other server can ask for them, even one that knows the id, and a login that dies halfway leaves nothing behind for the next one under that name.
  • A synced block digs at the server's speed on the client. A block that did not name its hardness and tool requirement took them from the block standing in for it on the client, so a cloud standing in as snow dug in half the server's time: with a shovel it broke, came back, and broke again, forever. The server now sends the real block's own values unless the mod gave its own. Server-side; clients need nothing new.
  • A diagnostic mode for crashes nobody can reproduce: rename the jar so its name contains "diagnostic" and it writes logs/pandorical-trace.log (each startup step and mixin applied, and where the game's threads are, sampled as they change) and has the JVM keep logs/pandorical-jvm.log of its compiler and threads. No settings or launcher arguments; the ordinary jar does none of it.
  • Hints in the words of the hands in use: while a controller is what the player last touched, a translation with a .controller line beside it reads that line instead, its bracketed controls ([confirm], [use] and so on) named as the pad prints them. Keyboard players, and clients without Pandorical, read the lines they always did. Couch-controls says which hands are in use.
  • A player_face component: a player's face with its hat layer, drawn from the skin the client already has for them, a worn skin included. For lists of players.
  • A keybind can ask to be bound by default (bindByDefault) to a key no pool slot starts on: each client puts it on once, if that slot is still unbound, and remembers doing so, so a player who clears or moves it keeps their choice.
  • Nether portals that go back the way they came, as an option: each portal remembers the one its first traveller came out of, both ways round, and keeps it until one of the two is broken, so two portals built near each other no longer share one on the far side and a trip home comes out where it went in. Off unless a mod asks for it (portals().pairNetherPortals), and ops can turn it either way on Pandorical's page of the mod menu. A mod whose portals route themselves keeps them out with portals().keepOutOfPairing.
  • Pictures: a grid of painted cells standing in the world on a thin panel, anchored to an entity, painted a cell at a time and seen changing by everyone in range. And a pixel_canvas component to paint one on: the client paints the moment the hand moves and the server applies the same stroke by the same rule, so the two never wait on each other.
  • The second pool keybind starts on B, as the client always bound it; the server had it down as H, so a mod asking for H could land on B and a mod asking for B could get nothing. KeybindApi.letter('H') gives the code for a letter.
  • In the keys tab, Escape clears a binding, as it does in the controls screen.
  • Pandorical's own container screens wheel and drag items the way every other container does, and the switch for it reaches them; they are navigable by pad too.
  • A double-click on a Pandorical screen reaches its components; the second click used to go nowhere.
  • The commands tab reads each command as a player meets it, so a command only players can run is no longer listed as ops-only or left out, and a datapack reload refreshes it.
  • /pandorical settings answers a vanilla client in English rather than in translation keys, says what a setting takes when given something else, and takes "on" and "off" for a switch.
  • The diagnostic trail keeps the run before it as pandorical-trace-previous.log, so relaunching after a crash no longer writes over the crash's trail.
  • Three server-side fixes for piles of drops, each off until a mod or an op turns it on from Pandorical's page of the mod menu (PandoricalApi.drops() for mods): XP orbs of any value clump into one and a touch takes the whole orb at once, Mending included, rather than ten points a second; dropped stacks merge from further apart, never through a block; and item and orb entities can be tracked from closer than 96 blocks. Vanilla clients see only bigger orbs. Clumping and the merge reach stand aside when Clumps or Get It Together, Drops! is installed.
  • A load guard on Windows clients: for the first three minutes after launch and the first ninety seconds of each join, Pandorical runs what its diagnostic mode does (the JVM's own class-load and compile log, and a thread sampler that pauses the JVM ten times a second), then stops. Windows players crashed natively inside the JVM while loading, and the one on the diagnostic build stopped crashing; this is that, only while loading. A client setting turns it off, and any crash that still gets through leaves logs/pandorical-jvm.log to say where.
  • Extra inventory slots are read back into the menu after Fabric carries them across a respawn, not before. PlayerInventoryApi.RESPAWN_PHASE names the point from which they are current: a mod that writes a slot on respawn registers its listener in a phase after it, or has the dead player's copy land on top of what it wrote.
  • Two curved rails making a U-turn keep their bends. Diagonal rails took any two joined curves for a step of a diagonal and drew the pair as a zigzag; a diagonal step is the same bend turned half round, and only that counts now.
  • Walkable structures: StructureApi.setWalkable makes a moving structure solid to the local player and carries them while they stand on it or jump from it, measured against the structure as drawn and moved by the same step it is drawn moving. Standing on a ship built with Big Boats no longer means standing on stand-in collision a few ticks away from the deck you can see. Clients declare the new walkable_structures capability; a server sends the flag only to those, so older clients keep what they had.
  • Action menus: grids of buttons of your own, each opened by a key you choose. Every button has an item for its icon, a label, and runs a command, presses any key from the controls screen, or opens another menu, so menus can be pages of one another. Made on Pandorical's page of the mods menu (Action menus, Edit...), kept on your own machine per account, so they work on every server you join.
  • Animations a server plays on an entity now play in full. They were applied before the model set its own angles, so every angle a model sets itself - a leg's swing, an arm's hang - was written back over them, and only what no model touches (the body lifting, the head tipping sideways) ever showed. A player's arm can be animated now.
  • The scroll wheel over a stack no longer moves an item into the other inventory; the wheel is left to scroll. Dragging with an empty hand still moves every stack it crosses.
  • The minimap draws the map's own markers again - an explorer map's X, banners, the X's a compass puts on a map - and the compass's target. They were drawn by a routine of the minimap's own that drew nothing, so only your own arrow ever showed; they go through the game's map renderer now, the way a map in hand is drawn.
  • Paired nether portals no longer cross wires. A new portal built near an existing one was sent, on its first trip, out of the old one's partner, since that is the portal vanilla finds nearest; the way back from there was the old one's, so you came home somewhere else. A portal with no partner now passes over every portal already paired with another and comes out of a free one, or has a new one built for it. A portal that was already sent into another pair's partner is let go on its next trip and finds its own.
  • Maps in item frames can be drawn as the ground they show: MapReliefApi.show gives a frame a terrain and every pixel of the map stands out of it in miniature, each block in its own colours and tinted by its biome, with a cut through the ground down the sides. It is sent off entity tracking, the way pictures are, so everyone watching the frame sees it and anyone who comes by later sees it standing; clients without it draw the map flat, as vanilla does. Map Plus Plus is what asks for it.

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