raft_ocean-0.13.0.jar
Curse Maven Snippet
What's new
Changelog
0.13.0 — 2026-10-15 — addon API v3 and starter SDK
- Opt-in POWER, FRESH_WATER and BIOFUEL inputs connect addon machines to native raft utility networks, including rotated/wide footprints. No cross-raft draws.
- Added read-only preflight and exact item/component/resource batch commits; blocked outputs or missing supplies spend nothing. Stale contexts invalidate.
- Readiness demand wakes native generators at their normal production rate. Paused sources and global automation disablement remain respected.
- Addons can opt into output-only quick collection while retaining extraction locks. Existing controllers keep their original sneak-use behavior by default.
- Fixed generic addon menu shift-click merges bypassing insertion rules.
- Cable/pipe visuals recognize addon input declarations; connection and utility topology lookups are cached by structural revision.
- Added complete utility-powered sediment washer example, corrected example loader range, v3 guide and standalone SDK with wrapper/API jar/sources.
- Existing v1/v2 registration/controller methods and save identities retained. All peers must update the main mod; addon metadata must declare compatible ranges.
0.12.6 — 2026-10-15 — easier machine and storage interactions
- Sneak-use with an empty hand collects role-labelled completed machine outputs. Ingredients, fuel and charger sockets stay in place; excess remains stored.
- Machine and net pickups share fit-only inventory transfers, preserving item components and preferring backpack space before empty hotbar slots.
- Added contextual machine/net/quick-stash hints with English/German labels. Hints wrap on smaller screens and can be disabled in the client configuration.
- Added server setting building.quickMachineHarvest; ordinary use still opens menus. Shortcuts honor distance, crew ownership and spectator restrictions.
- Spectator quick stash is explicitly rejected. Localization maintenance source repaired so regeneration does not introduce malformed German characters.
- Models, continuous animations, propulsion base speeds and open story retained.
0.12.5 — 2026-10-15 — workshop models and motion
- Detailed original charger, biorefiner and drying tray models, with matching mounted/static/inventory variants, fitted icons and preserved visual envelopes.
- Continuous cooking stirrer rotation; new biorefiner mixing paddle and contents, plus wet/dry pieces on the drying tray. Cosmetic parts do not add collision.
- Atomic machine visual updates retain the last complete frame on malformed data. Existing numeric clamping and empty-frame clearing remain supported.
- Engine/sail/paddle base speeds remain 1.5/1.0/1.8 m/s; story stays open-ended.
0.12.4 — 2026-10-12 — gameplay quality pass
Fixed automation.biofuelEngineTicks: newly ignited biofuel canisters now use
the configured burn duration, modified by engineFuelMultiplier. Coal-equivalent
engine speed remains; existing burn reserves are preserved.
Navigation snapshots commit atomically and reject incomplete/non-finite data.
Large raft engine/sail counts support the existing 512-piece ceiling instead
of silently displaying a maximum of 128.
Double-chest pairing reuses an immutable raft-layout cache during motion and
rendering, and refreshes after building/removal/reload.
Debris corridors settle again after anchoring or long unattended gaps instead
of resuming immediately. Existing debris remains governed by its saved drift.
Machines distinguish an invalid supplied recipe from missing ingredients,
preserving inputs, cups, water and fuel. Added English/German machine recipe,
steering and engine reverse hints; longer navigation titles fit the panel.
Requested engine/sail/paddle base speeds remain 1.5/1.0/1.8 m/s.
0.12.3 — 2026-10-12 — propulsion balance
Engine base drive is 1.5 m/s; aligned sail base drive is 1.0 m/s at unit wind.
Paddle peak drive is 1.8 m/s, including repeated strokes; strokes still decay.
Existing load, wind, fuel, current, configuration multipliers and combined
propulsion remain active. These are base targets, not fixed HUD speeds.
Added native speed and repeated-stroke regressions; engine bearing/reverse
checks now verify the requested engine speed at every tested mounting angle.
0.12.2 — 2026-10-12 — survival model refinement
Refines basic/advanced purifier, rain collector, cooking pot and smelter
models with original framing, fittings, bands, grips, vents and joinery.
Matching static/inventory designs, refitted GUI silhouettes and sanitized
opaque surfaces. Existing texture materials are reused.
Keeps placement/collision envelopes, machine-fill anchors and save format.
Retains net feedback, raft-specific placement hints and the open-ended story.
0.12.1 — 2026-10-12 — preview refinement
Net pickup distinguishes an empty net, full inventory and partial pickup.
Partial pickup reports the exact cargo left for the next crew member.
Placement HUD hints are tied to their owning raft, preventing a stale hint
when the crosshair switches between nearby rafts.
Disconnect/reset clears cached placement hints together with build rotation.
Adds native cargo-count/stale-location checks while retaining item-preserving
partial pickup, save format, graded islands and the open-ended story.
All clients/server should update together to protocol 12.1.
0.12.0 — 2026-10-12 — preview release
Milestone 12 packages the existing survival mod for local client/server testing.
This release retains the gameplay and save format from 0.11.41.
Ships the installable mod jar, a separate sources jar, installation guide,
known limitations, release verification summary and SHA-256 checksums.
Replaces outdated milestone-1 README instructions with current gameplay,
installation, multiplayer, configuration and development instructions.
Updates the Mods-screen description, which still described milestone 3.
Uses the 0.12.0 movement protocol; update all clients and servers together.
Includes larger islands, the open-ended seven-destination story, trading,
research, automation, co-op and the collision/model refinements below.
Retains the checkout's connected, graded coastlines and automatic conduit
junction visuals. Story checks account for intentional terrain grading while
requiring authored architecture, puzzle blocks and loot to remain intact.
Preserves historical update notes in
docs/DEVELOPMENT_HISTORY.md.Fixes pipe/cable corner, tee and cross meshes extending past their normalized
bounds; removes overlapping opaque junction faces before packaging.
No additional gameplay chapter or release hosting is introduced. This is a
preview release: live visual, network and modpack checks are still pending.
0.11.41
Separate physical collision profiles for beds, seats, lamps and palms.
Supported bed respawns at mattress height and collision-geometry caching.
Correct engine-arrow rotation; refined engine and wood/metal grill models.
Matching grill inventory models and addon example dependency maintenance.
Expanded native movement and furniture regression coverage.
0.11.40
Enlarged all island types: ordinary islands 33–161 blocks, exploration
islands 97, trading outposts 129, and story islands 113–193.
Extra vegetation/reefs and footprint-aware cross-pool spacing.
Kept authored loot, puzzles and landmarks at their original scale.
Fixed isolated-test shutdown timing and detect server shutdown errors.
0.11.39
Seven distinct concave story coastlines, including hooked, branching,
forked and jagged shapes; retained all 28 optional side areas.
Clearer trail/entrance validation and preserved authored story cores.
Earlier development notes: archived history.
Historical version numbers and instructions in that archive describe older
builds; use the current README for installation.
This mod has no additional files