space_simulation-0.3.2-beta.jar
Curse Maven Snippet
What's new
0.3.2-beta
Asteroid modification persistence (new)
- Asteroids used to be strictly "zero storage": leaving the strong-load window removed them, and re-entering rebuilt them from the structure template — wiping any mining, placing or blasting you had done.
- Now only asteroids you have modified are saved. Changes are detected through a
LevelChunk#setBlockStatemixin (with NeoForge break / place / explosion events as a fallback). On unload the asteroid is written through Sable's native sub-level storage and a pointer is recorded in a ledger; on approach it is re-adopted by name, restored from the ledger pointer, or found by a full scan — you get your modified blocks back, not the original template. - Unmodified asteroids are still rebuilt instantly and cost no save space. Server shutdown persists the changed ones and unloads the rest, with a reconciliation pass on the next startup.
- New commands:
/asteroid persist [index](view the persistence ledger) and/asteroid persist <index> unload(force-unload and store that asteroid).
Sub-level block interaction lag compensation (new)
- The server's eye position inherently trails the client by 1–3 ticks, which caused "the crosshair is on the block but mining/placing does nothing" while flying past an asteroid at speed.
- The approach was corrected once: replaying the authoritative position history is fundamentally broken in this mod's architecture (the client predicts into the server's future, so no historical row ever matches). The fix instead judges the geometry from the client-reported position, clamps the deviation against the authoritative position, and takes the smallest distance across three analytic poses (current / 1 tick back / 2 ticks back) — it only ever allows, never denies.
- New config options:
subLevelInteractionLagCompensation(defaulttrue) andsubLevelInteractionLagTicks(default4).
Materials and ores
- Six new ore blocks close the critical material gaps: cobaltite (cobalt), spodumene (lithium), zircon (zirconium), monazite (rare earths), uraninite (uranium) and thorite (thorium), each with its own ore sand and powder plus complete textures and models.
- Ore blocks now drop themselves instead of ore sands — sands are meant to come from crushing/beneficiation later.
- Ore blocks 20 → 26, ore sands 20 → 26, and 26 new powders.
- Textures and models for every sand and powder are now complete (this fixes the black-and-purple placeholder items).
Asteroid materialisation window
- Materialisation radius 2000 → 1000 blocks, simultaneous cap 16 → 24.
Documentation
- New
docs/tech-tree-design.md: the full tech-tree and progression design (salvage-recovery tech tree, energy, real-fuel propulsion, vehicle weapons, the three asteroid states) — design only, not implemented yet.
Known issues
- The survival material chain is still unfinished: ore world generation, the crushing/beneficiation steps and the smelting recipes are not wired up yet, so sands, powders and ingots remain creative-only (highest-priority TODO).
- The tech tree is not implemented yet.
- Orbital tuning is still in progress: mu, the initial-orbit band and the correction threshold are all configurable, and the speed scale may still change.
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