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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-2.4.jar

File namevandorlabs-2.4.jar
Uploader
rheiderheide
Uploaded
Oct 23, 2026
Downloads
13
Size
29.2 MB
Mod Loaders
Forge
File ID
9303514
Type
R
Release
Supported game versions
  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:vandor-labs-1713487:9303514")

Learn more about Curse Maven

What's new

2.4: mainly compatibility fixes for the functionality introduced in 2.3.: https://github.com/rheide/vandorlabs/blob/master/docs/versions/version-2.4.md

Full 2.3 version showcase: https://github.com/rheide/vandorlabs/blob/master/docs/versions/version-2.3.md

2.4 Changelog:

  • Keep shader shadow-map draws separate from main-view vehicle visibility. Preserve the hidden-origin fallback for first-person pilots so the hull and cockpit screens remain visible when looking forward.

  • Add Ramp Controller Slab with top/bottom placement, six active scan faces, the full controller's settings and seven mode indicators. Use newly drawn half-height panels and preserve top-slab separation from the ground during vehicle discovery.

  • Follow actual overhanging diagonal-wall and canopy contacts during vehicle discovery, preventing attached ceiling slabs from being left behind and trapping a newly assembled Hover craft. Preserve empty-half slab separation from terrain.

  • Preserve the vehicle mesh vertex format, stride and shader attributes when converting blocks to Taxi/Hover, including cache invalidation after shader format changes.

  • Keep the exposed top and bottom caps of filled diagonal walls beneath adjoining flat walls.

  • Allow Ramp Controllers to scan upward or downward while retaining horizontal ramp deployment and existing horizontal controller metadata.

  • Require a dedicated Vehicle Controller for new Taxi/Hover conversions. Vehicle Status reports "Vehicle Controller missing" and hides mode controls when absent; previously captured craft retain their recovery path.

  • Correct stretched cockpit Redstone text, restore buttons after shared renderer buffer offsets, and align four-position slider clicks with their visible segments.

  • Open cockpit configuration on the clicked screen, keyboard or throttle page, including blank and gated-off displays.

  • Give physical cockpit throttles the Thruster Lever's configurable Low/High levels and four-position Off/Low/Medium/High behavior, keeping animation aligned with custom output levels.

  • Add a saved Single/Twin cockpit throttle layout. Preserve both controls' settings and suppress the hidden right throttle's output in Single mode.

  • Hide unavailable Autopilot and departure controls on Vehicle Status displays while retaining vehicle mode controls.

  • Hide retired block items from JEI's registry scans, including duplicate Power Lever/Industrial Power Lever sizes and the old Landing Gear, Ski Landing Gear and landing struts. Preserve saved blocks and inventory items; current modular gear and configurable lever sizes remain available.

  • Animate cockpit screen banks and sliding seats with the client's pause-aware visual clock, avoiding skips or rewinds from server world-time corrections. Preserve visual motion across repeated settings packets and recreated vehicle tiles without increasing packet frequency. Server collision, reservations and saved motion remain authoritative.

  • Play cockpit display artwork from the same local visual clock so remote server time synchronization cannot stall or rewind its frames.

  • Fix dedicated-server disconnects and crashes when players or entities approach a placed canopy, including Large Front Canopy Glass. Use a server-compatible collision-bounds constructor while preserving the existing geometry.

  • Existing saved canopies load with corrected collision bounds automatically; no block removal or world conversion is required.

  • Remove client-only bounding-box center calls from contained-fluid geometry, escalator landing steps and turntable collision checks to prevent similar dedicated-server failures.

  • Add a shared-bytecode check for client-only API references and a live regression for collision after loading saved canopy data.

  • Defer canopy, Autopilot, cockpit and credential-reader load callbacks until chunk tile iteration finishes. Reject non-finite saved canopy progress and overflowing footprint offsets.

  • Keep failed vehicle and turntable snapshot loads inert, preserving original component data. Refuse vehicle recovery that would overwrite changed blocks, inventory contents or an unrelated entity UUID.

  • Reduce vehicle movement state payloads from 105 to 82 bytes while preserving positions, steering, timing and input acknowledgements. Require matching 2.4 client and server builds.

  • Add load-failure, recovery-conflict and packet-boundary checks, with dedicated-server startup/reload coverage and contributor guidance for these invariants.

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