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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-2.5.jar

File namevandorlabs-2.5.jar
Uploader
rheiderheide
Uploaded
Oct 24, 2026
Downloads
19
Size
30.1 MB
Mod Loaders
Forge
File ID
9311416
Type
R
Release
Supported game versions
  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:vandor-labs-1713487:9311416")

Learn more about Curse Maven

What's new

List of changes: https://github.com/rheide/vandorlabs/blob/master/docs/versions/version-2.5.md

Developer notes: I'm adding multiblock structures here that are proof of concepts - they don't do anything yet and their names might change, so use at your own risk.

  • Share navigation-table activation with Core-based multiblocks: consume physical redstone or input channels, optionally require a matching Data Chip, and never emit physical or channel power from Cores or reserved cells.

  • Configure each modeled screen, half-screen and keyboard independently through the Configurizer, using the standard material/screen/panel artwork picker, custom block samples and static/animated playback. Preserve the authored planes, facing, model artwork and saved choices.

  • Render integrated chip holders with the native Data Chip Mount frame, contents and retained-item behavior. Use a pause-aware insertion clock that survives repeated packets, tile replacement and world-time corrections. Hide multiblock and navigation-table/console mounts while Security is disabled, retaining any stored chip safely until Security is re-enabled.

  • Prevent client crashes during rapid multiblock destruction: stale Core tiles now return safe local render bounds and emit no geometry after their block disappears, including during shader shadow passes. Guard detached, invalidated and replaced Core states through the same lifecycle checks, and apply the shared live-host guard to navigation tables/consoles and integrated mounts.

  • Cache native-water adjacency for door and trapdoor render hints, avoiding repeated neighbour scans during pass selection, batching and fluid drawing. Keep stored fluids live, invalidate on world/chunk updates, and share bounded neighbourhood invalidation with fluid surface meshes. Add legacy-parity matrices and actual-client CPU/allocation comparisons.

  • Join Flat Navigation Tables across opposing and mixed facings into one continuous screen, keeping exterior controls. Move the integrated Data Chip Mounts near the top of both navigation modules and use the standalone mount's exact size and proportions.

  • Add navigation display artwork selection from Programmable Block materials and Programmable Screen designs, with static/animated playback. Optional redstone and matching-chip security gates control visibility; navigation modules consume power and never emit physical or channel signals. Preserve settings, artwork orientation and the shared chip through resizing, reloads and vehicle rotation.

  • Fix Dynmap's selected-material rendering for Programmable Blocks, Slabs, Stairs, Walls, Diagonal Walls and Trapdoors. Add the bundled catalog artwork that normally exists only as client-generated crops.

  • Render programmable door frames and leaves from the existing authored models, with saved facing, depth, motion and selected material. Preserve authored UVs through shared clipped-face rendering for doors, canopies and diagonal walls; retain inverted half-height fill limits. Correct canopy material counts so glazing and frame materials remain available.

  • Preserve Dynmap atlas subdivisions during runtime PNG deduplication, preventing a lever atlas error from aborting later texture definitions. Remove map records for unregistered model prototypes and material choices. Add packaged atlas checks, renderer matrices and an isolated real-Dynmap fixture.

  • Add Pinnacle Meridian Drive, Pinnacle Vector Fold Array, Vektor Longburn Drive, and Paladyne/Seyr Navigation Computer Core assemblies. Reuse the existing Core-and-Programmable-Matter frame validation, corner detection, reservations and dismantling, with rectangular depths and narrow columns supported by the same placement path.

  • Add Flat Navigation Tables and Angled Navigation Consoles with cached joined layouts and one deterministic front-center chip holder. Preserve the reader and its chip when resizing moves its owning module.

  • Reuse Data Chip Mount insertion, filtering, channels, saved inventory and four retention/return modes in the modeled holders. Drive idle/active appearance follows the configured input and security gates; navigation computers offer Off, Idle and Computing appearances. These models do not yet implement navigation, propulsion or dimension transfer.

  • Add illustrated, step-by-step build guides for every Core assembly and both navigation layouts.

  • Reverse Hover steering while travelling backwards so left/right controls follow the reverse direction. Keep stationary Hover turning available.

  • Preserve packed OBJ texture atlases at their authored resolution, including matching static and animated navigation computer artwork. Validate packaged atlas pixels and all navigation layout variants automatically.

  • Fix dedicated-server crashes when modular landing gear retracts in Hover mode with Thaumic Augmentation installed. Carried tile changes now queue vehicle snapshot persistence without creating synthetic chunks or invoking chunk capability handlers.

  • Apply the same dirty-state handling to all carried tiles, ignore replaced tile instances, and isolate comparator callbacks from foreign blocks in the read-only vehicle world.

  • Keep loaded-chunk lookups non-allocating during global collision events, including canopy discovery reached by moving gear in existing saved vehicles.

  • Read support solidity and light opacity directly from the captured blocks. Route additional light and sky queries through loaded parent-world sampling so foreign block models do not create synthetic chunks.

  • Add shared headless/live regressions for gear input reversal, saved targets, generic carried tiles, stale instances, comparator isolation and chunk-free block queries. Extend the isolated dedicated-server check to accept compatibility mods and run the same regression.

 

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