Vandor Labs

A sci-fi minecraft mod that adds customizable sci fi blocks, ramps, elevators, escalators, sliding doors, buildable drivable vehicles, and much more!
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vandorlabs-2.0.jar

File namevandorlabs-2.0.jar
Uploader
rheiderheide
Uploaded
Oct 14, 2026
Downloads
23
Size
28.5 MB
Mod Loaders
Forge
File ID
9172609
Type
R
Release
Supported game versions
  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:vandor-labs-1713487:9172609")

Learn more about Curse Maven

What's new

Build it, board it, drive it! 

Full Changelog: https://github.com/rheide/vandorlabs/blob/master/docs/gallery/version-2.0.md

  • Keep Redstone Screen row buttons and sliders operational aboard vehicles. Share the parent world's channel network with captured doors, trapdoors, Canopies, lights and landing gear, synchronize control changes, and unregister vehicle sources when parking or unloading.

  • Animate channel-operated landing gear while driving and prepare fully extended gear, including owned lower cells, in the checked parking footprint. Raise the chassis when needed to retain support height, remove obsolete rotated reservations, and preserve the vehicle when extension is blocked.

  • Reuse opaque vehicle wall rendering, skip hidden canopy followers and inactive tile renderers, cull baked hull sections using their actual geometry, and retain captured glass joins between ticks. Avoid repeated tile-NBT copies and static hull regrouping during canopy animation.

  • Let seated pilots select captured Canopies and other cabin surfaces without their own Pilot Seat's selection box intercepting the ray. Keep ordinary terrain and cabin-wall occlusion, and exercise real seated clicks for hinged and both sliding modes in parked and captured cockpits.

  • Reuse settled ramp geometry and collision boxes until the pose, shape settings, source origins or facing changes. Keep moving ramps and escalators animated, and verify direct setting edits against freshly loaded ramp cells.

  • Keep the fixed Canopy Glass roof frame next to an opening Canopy, and retain the Canopy's complete rear frame, including both vertical uprights and the bottom sill. Preserve the open cabin connection and joins between fixed glass. Check joined surfaces for duplication, and add live shallow/deep and small/large nosecone comparisons for both front-window sizes.

  • Keep the opening Canopy's top rear crossbar when connected to Canopy Glass, including its selection surface for closing a hinged shell.

  • Align animated Canopy picking and collision with the visible shell by applying its pose once. Verify that exposed fixed mounts close hinged and forward/backward sliding shells when bodywork covers the moving glass.

  • Omit unused legacy previews, door masks and retired trim from the runtime JAR after checking code, model, catalog and Dynmap references. Share identical Clear glass strength textures and repair stale Dynmap texture paths.

  • Share texture-picker input handling across six dialogs, index configured item-material lookup, remove the obsolete porthole tint path, and release both screen and input animation textures on resource reload.

  • Retain joined glass material layouts until their world or settings change, bound the per-world cache, and invalidate on chunk changes and unload. Share world-render listener plumbing with the diagonal mesh cache.

  • Stream compact animation deltas one frame at a time instead of retaining the entire decoded delta payload during texture upload.

  • Cache canopy rigid-part overlap removal and tiled texture subdivision during animation, retaining clipping where moving shells meet stationary mounts. Reuse appearance geometry for rendering and picking instead of rebuilding it for each interpolated pose.

  • Allow canopy placement over an existing Pilot Seat through normal item interaction, including its invisible backrest cell. Trim overlapping Pilot Seat cushion and armrest surfaces across every height and armrest variant.

  • Apply Mild/Normal/Strong material opacity to all canopies and visors, including both front canopy sizes and opening Canopy. Keep frames opaque, sort translucent replacement panels with glass, and retain native glass alpha and configured icon padding.

  • Join matching non-glass Programmable Glass and Diagonal Glass artwork with Tile or Stretch mapping. Add independent porthole Glass tabs with the complete glass/material picker, tint intensity, opacity and joined-window layout, including full-depth portholes.

  • Fix coincident canopy side surfaces, align the angled/rear sill trim and allow back-to-back placement by clicking the rear glass, including ceiling mounts.

  • Offer the regular material catalog in Programmable Glass and Programmable Diagonal Glass. Mild/Normal Tint gives materials 35%/65% opacity; Strong is opaque. Preserve material choices in saved blocks, configured items and cross-family Duplifier copying.

  • Add reversible ground vehicles and default-on Taxi Mode: sit in a Pilot Seat to assemble a connected craft, drive with W/S and A/D, and dismount to park. Include manual Configurizer previews, guarded cardinal rotation, obstruction retries, saved block/tile data, safe exits, movement-driven propulsion brightness and adjustable third-person distance.

  • Add Pilot Seat height and Redstone ON/OFF channel settings in placed and vehicle previews. Hide each armrest beside a solid cabin wall.

  • Keep doors, normal/diagonal trapdoors and Canopies manually operable aboard vehicles; retain their motion and settings through saving and parking. Capture settled extended ramps and pause escalators while driving.

  • Combine Sliding and Rear-Hinged Canopy into Canopy, with selectable opening mode, Flat/Angled/Long Angled fronts, physical redstone and channel lists, forward/backward sliding with one-pixel lift, ceiling mounting and automatic widths of one, two and three. Join regular glass to the rear opening.

  • Configure 3 × 3 Front Canopy Glass and 5 × 5 Large Front Canopy Glass with 0–80 px depth and 10–100% inner frames. Place the broad back at the clicked face and extrude towards the player on wall, floor or ceiling mounts. Add optional opening with four local hinge positions and redstone/channel control.

  • Align Canopy and front-window registry IDs with their final names; remove obsolete canopy registrations, assets and runtime references without remapping aliases.

  • Keep floor- and ceiling-mounted front-canopy frames clear of their supporting surfaces; closed glazing blocks cabin placement clicks.

  • Copy canopy shape, opening, Fit/Tile and redstone settings and Pilot Seat height, signal mode and Taxi Mode through the Duplifier, including configured crafting outputs. Support all five Landing Gear sizes in crafting and preserve ramp half-offset application filters.

  • Reserve only large-canopy surface cells and save exact owned-cell offsets for resizing, removal and vehicle rotation. Clean stale follower cells without deleting unrelated cabin blocks.

  • Keep front-window depth and inner-size sliders responsive during dragging, coalesce live world updates and immediately apply the final released value.

  • Add single-view live canopy dialogs with large unified glass/material lists, shared glass colors/intensity and normal Programmable Block materials including trapdoor artwork, with Fit/Tile mapping at correct panel/block scale. Copy tint and intensity between canopies, visors and regular/diagonal programmable glass with the Duplifier.

  • Add Programmable Diagonal Glass, shared regular/diagonal glass finishes and improved reciprocal wall/glass joins. Allow long angled noses against walls and angled noses under ceilings.

  • Add redstone-controlled Escalator Up/Down modes with rider transport, nearby-player sleeping and preserved extended ramp geometry.

  • Fix floor-mounted Push Button notification order so neighboring dust receives the press immediately. Keep ordinary sliding trapdoors selectable and collidable outside their original cells.

  • Reuse settled canopy poses and submit rectangular faces as direct quads. Cache vehicle hull rendering and cull offscreen tile renderers.

  • Add block-category availability settings and live canopy animations for widths, opening modes, large hinges and ceiling mounts. See the 2.0 feature guide.

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