Vehiclery (0.0.0-beta.1)
Curse Maven Snippet
What's new
v0.0.0-beta.1 - First public build
First public release of Vehiclery, a port/continuation of Automobility (FoundationGames, MIT) for Minecraft 26.2 / NeoForge 26.2.0.37-beta.
This build is the result of porting the mod through NeoForge 26.2's client rendering API overhaul (block/entity model baking, GUI, item and vehicle renderers, entity data serialization). It compiles and runs, but a handful of visual/UX features are temporarily incomplete while their replacement APIs get implemented properly. See below.
Features
- Assemble custom vehicles from frames, engines, wheels and attachments using the Auto Mechanic Table and Automobile Assembler.
- Drive with full controls: accelerate, brake, steer, drift, burnout.
- Build roads, ramps and off-road terrain with slope blocks, dash panels and off-road tiles.
- Data-driven vehicle parts via data packs and resource packs.
- Autopilot signs to guide unmanned vehicles.
Known limitations in this beta
- Automobile and component items (frame/wheel/engine/attachments) currently show a flat 2D icon instead of their custom 3D render in hand/inventory.
- The banner pattern overlay on the rear attachment flag pole doesn't render yet (the pole itself does).
- Passengers riding a vehicle don't visually tilt with the vehicle's motion.
- The Auto Mechanic Table's recipe list only loads on singleplayer/server side; on a dedicated server the client-side recipe browser may appear empty until a proper sync packet is implemented.
- The automobile speedometer HUD doesn't currently respect the F1 "hide GUI" toggle.
This is an early beta of the 26.2 port. Please report issues on the project page — feedback on the above limitations and anything else you run into is very welcome.
Requirements
- Minecraft 26.2
- NeoForge 26.2.0.37-beta+
- Install on both client and server
This mod has no additional files

