vandorlabs-1.2.jar
Curse Maven Snippet
What's new
Full changelog: https://github.com/rheide/vandorlabs/blob/master/docs/gallery/version-1.2.md
- 23 selected housing finishes from
textures2, using the supplied 64x64 artwork and short descriptive menu names. - 16 selected housing finishes from the shared
texturesartwork folder, with shorter names prefixedT1, available across Programmable Blocks and the other blocks that share the housing finish menu. - 11 Hull Plating finishes from
hulls, numbered 1–11 and available in the shared housing finish menu. - The building guide now shows all 78 selectable finishes on Programmable Blocks, in groups of up to ten with names in display order.
- Extra Large Landing Gear doubles Large's model dimensions. Its centered mount and moving parts reserve a three-by-three footprint; extension remains configurable from 0–4 blocks.
- Programmable Light Frame, a one-pixel-deep light panel, and Programmable Light Slab, a half-height light with top and bottom placement. Both use Programmable Light artwork, brightness, joining, redstone channels and configuration.
- Ramp Controller start and end offset sliders with half-block steps from -16 to 16 blocks. The controller, moving cells, saved settings and copied items retain these intermediate positions.
- The Duplifier now has a "Paste to Connected Blocks" option which applies the copied configuration to all adjacent blocks of the block that was clicked. Similar to vein mining, but with textures.
- Removed the other 16 first-pack housing finishes and their packaged textures. Existing saved finish numbers are not migrated and may resolve to different artwork.
- Removed the other 23 second-pack housing finishes and their packaged textures. Existing saved finish numbers are not remapped.
- Extra Large Landing Gear now uses a smaller, centered hotbar icon that fits its slot.
- Dynmap now reads Programmable Slab halves, Programmable Door facing and open state, and the clipped shapes and saved main finish of deployed Ramp cells. Propulsion emitter faces have enough depth to remain visible on the map.
- Newly placed Programmable Slabs now use Tile for their side layout by default; saved Fit selections still render as Fit, and the inventory model matches the default.
- Filled, full-height Programmable Diagonal Walls now support Programmable Doors above them.
- Framed Programmable Doors align with the block boundary at either depth edge. Frameless doors keep one pixel of clearance so sliding leaves retract behind the neighboring block.
- Programmable Diagonal Walls now provide per-face normals for shader lighting.
- Defer programmable-light joining, saved-state channel changes and redstone-channel registration until after chunk tile loading finishes. Landing Gear and door load callbacks now use the same safe point.
- Ramp controllers, doors, displays and Landing Gear read power only from loaded neighboring chunks, preventing redstone checks from loading another chunk during a tile callback.
- Programmable Slabs report their full outer face as solid, so ceiling and floor attachments such as Mekanism Glow Panels can be placed on the matching half.
- Programmable Input and Programmable Half Input now show their screen on the underside when mounted beneath a ceiling.
- Ceiling-mounted Programmable Inputs, Programmable Half-Inputs and Programmable Half-Consoles now use near, middle or far positions across the ceiling face based on where it was clicked.
- Propulsion wall textures now cover the housing's sides, top, bottom, rear and front recess across the Rocket Thruster, Ion Drive, Plasma Vent, Impulse Engine and three hover fixtures. Their configuration dialog shows the selected texture.
- The live-client test lab now performs bulk integrated-server scene setup on the server thread, reducing its chunk-packet tile-map race during setup.
- Dynmap now has fallback geometry for programmable blocks and walls. Removed model entries for three texture-only names that Dynmap rejected as air.
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