smartutility-NeoForge-1.2.0.jar
Curse Maven Snippet
What's new
1.2.0
Two new features, an in-game menu that lists everything the mod does, and the settings each feature actually runs with.
There is no 1.1.0. Both features were finished before either went out, so they ship together under the second number.
New: Portable Crafting
/crafting opens a 3×3 crafting grid wherever the player stands. It is vanilla's own crafting
screen, so the recipe book, shift-clicking and modded recipes work as they do at a table, and
whatever is left in the grid comes back to the player when it closes.
Any player may use it and it needs nothing on the client. With the mod installed there, C does the same without typing.
Configurable through [portableCrafting]:
requireCraftingTable(defaultfalse): the player has to carry a crafting table. It is never used up, so this makes it "craft from your pocket" rather than "never need a table".cooldownTicks(default20): the wait between two grids, so a modified client cannot ask for a menu every tick. Not a balance setting.
On by default.
New: Portable Ender Chest
/enderchest, or V with the mod on the client, opens the player's own ender chest — the
same 27 slots a placed one shows, not a second storage, so switching the feature off later
strands nothing.
Configurable through [portableEnderChest]:
requireEnderChest(defaultfalse): the player has to carry an ender chest, which keeps the 27 slots behind the eye of ender they normally cost.playSound(defaulttrue): plays the ender chest's own opening sound.cooldownTicks(default20): as above.
Off by default, deliberately. A crafting table is trivial to carry, so the grid mostly
saves clicks; an ender chest reachable from anywhere from a player's first minute changes how
a server's logistics work. Turn it on with /smartutility feature enable portableEnderChest
or in the config.
New: the feature menu
Press K with the mod on the client for a list of every feature: what it does, how it is used, and the settings in force on the server you are connected to, read live rather than printed from the jar's defaults. Features the server has switched off are greyed out and say so.
Without the mod on the client, /smartutility feature list and
/smartutility feature info <feature> print the same into chat.
All three keys, K, C and V, are unbound in vanilla and can be rebound under Options → Controls → Smart Utility.
Improved
/smartutility feature info <feature>and/smartutility debugnow list each feature's settings with their current values, not only its internal state — the same information the feature menu shows, for anyone without the mod on the client.- Command output uses
label: valuethroughout, where some lines usedlabel - value.
Fixed
- A missing space in several headings, which read "Smart UtilityStatus" instead of "Smart Utility Status". Both languages.
Updating from 1.0.0
Drop the new jar in and start the server once. Nothing was removed or renamed:
smartutility-server.tomlgains two entries under[features]and two new sections. NeoForge adds them on load and backs up the old file first. Your existing values are kept.- No world data is touched, and no gamerule is read or written, as before.
- A vanilla client can still connect. The two key bindings send an optional packet, and both features stay reachable through their commands.
- Both new commands are open to every player. If you do not want that, switch the feature off rather than editing permissions; the command reports that it is disabled.
This mod has no additional files

