vprog-0.9.5.jar
Curse Maven Snippet
What's new
# Vanilla Progression 0.9.5 - Minecraft 26.2
The machines, second pass. The **Stone Breaker is now a chunk quarry**: it breaks its whole chunk
from its own level down to bedrock and drops what a pickaxe would - raw iron, coal, diamonds - never
dust. Every **Speed, Fortune and Efficiency module comes in three tiers**, and the bases are about 20%
slower so the modules have room to matter. The drill's **Info module is now the Alarm module**, and
you hear about your machines in chat without any module at all. Each machine also has its **own
heads and its own modules** now, the Surveyor Goggles **frame where a machine works**, and a
**Chunk Loader** keeps one chunk of machines running while you are away - from Town Hall I.
- Minecraft **26.2** - Fabric Loader **0.19.5** - Fabric API **0.161.0+26.2** - Java **25**
- Optional: **Easy Mob Farm 10.13.0** (unchanged from 0.9.4)
- Drop-in replacement for 0.9.4 on the server and every client. Saves carry over. A Stone Breaker
placed in 0.9.4 starts quarrying its chunk from its own level the moment it is loaded - move it
first if it stands somewhere you do not want dug.
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## The Stone Breaker is a chunk quarry
- **Where:** its whole chunk, 16x16, from its own level down to the bottom of the world, one layer at
a time from the top. **Nothing above it is ever touched**, so it can stand on the surface without
eating the trees or the house around it.
- **What:** everything a pickaxe can break - stone, ores, dirt, gravel, anything - and it drops what a
pickaxe of its head's tier drops: **raw iron, coal, diamonds, cobblestone. Never dust** - dust is the
Deep Drill's. The head's own enchantments count, as on a pickaxe.
- **Tiers of the head, not of the machine:** an iron breaker head is an iron pickaxe, so **obsidian and
ancient debris need a diamond head**; until then they are left standing, and it says so.
- **Left alone:** bedrock, water and lava (the pit may flood - that is yours to deal with), chests and
everything else with contents, other machines, and other towns' land.
- **Speed:** one block every 4.8 / 3.6 / 2.4 s by tier. Only a broken block costs an action, fuel and a
point of wear; air and what it leaves are stepped over for free.
- It never goes back up: the dig only moves down, and it resumes where it stopped across saves. Moved
to another chunk, it starts that chunk from the top. Finished, it frees its worker and its slot.
- While you are away it **really digs**, in loaded chunks only - and a block on the edge of an unloaded
chunk makes it wait rather than load anything.
- The generator design is gone, and with it `generators.json`.
## Three tiers of every module
- **Speed, Fortune and Efficiency** now come in **I, II and III** on the drill and on every machine:
- **Speed:** +10% / +20% / +30% each, all together capped at **75%** - three tier-III modules on a
tier-III machine reach it.
- **Fortune** (drill, Forester, Harvester): +15% / +30% / +50% each.
- **Efficiency** (Stone Breaker): -15% / -25% / -35% fuel each.
- A tier II module is crafted from a tier I with four diamonds and four gold ingots; a tier III from a
tier II with two diamonds and two netherite ingots.
- **Tier II opens at the machine's building IV, tier III at VI** - for the drill, Mine V and Mine VII.
- On-off modules (Alarm, Void, Silk Touch) have one tier - there is nothing to scale.
- **Base speeds are about 20% slower** to leave the modules room: drill batches 6 / 4.8 / 3.6 s
(were 5 / 4 / 3), Forester, Harvester and Excavator one action every 2.4 / 1.8 / 1.2 s (were
2 / 1.5 / 1).
## The Alarm module, and notices for everyone
- The drill's **Info module is now the Alarm Module** (same item - nothing in your chests changes): a
drill with one fitted counts as **secured** wherever it stands. It is never jammed at night and
never draws a monster.
- **Chat notices need no module any more.** When a machine you placed wears out its head or bit,
stops for a problem, or a drill of yours is jammed, **you** are told - the owner, wherever you are.
- **Mute them for yourself** at the top of the Machines tab. It is your own setting and it is saved.
## Dedicated heads and modules
- Each machine takes **its own head** in the tool slot - a **saw blade** (Forester), **reaper blade**
(Harvester), **breaker head** (Stone Breaker), **excavator bucket** (Excavator), each in iron, diamond
and netherite - and nothing else. A vanilla tool or another machine's head is refused with a reason.
- Each machine takes **its own modules**: Forester Speed / Fortune / Void (sticks), Harvester Speed /
Fortune / Void (seeds), Excavator Speed / **Silk Touch** (grass, mycelium and podzol come out as
themselves) / Void (dirt and gravel), Stone Breaker Speed / **Efficiency**. The drill keeps its own.
- Head durability and every module's strength are datapack JSON (`vprog_machines/heads.json`,
`vprog_machines/modules.json`) and retune with `/reload`.
## The goggles show where a machine works
- **Wear the Surveyor Goggles and look at a machine**: a frame in its colour shows where it works -
Forester green, Harvester yellow, Excavator brown, Stone Breaker grey (its whole chunk column, plus
the layer it is breaking now), Deep Drill violet around the vein it has left. **Red** while the
machine is stopped by a problem.
- The machine's screen names its reach in the top right - for the Stone Breaker, "Chunk, down to Y -64".
## The Chunk Loader
- **One block, its own chunk.** A Chunk Loader keeps the chunk it stands in loaded, so the machines,
hoppers and farms in it keep working live while you are elsewhere - no catch-up, no 9-slot limit.
- **From Town Hall I**, crafted from iron, stone bricks and one ender pearl. No fuel.
- **One per Town Hall tier:** Town Hall I runs one, VII runs seven. The oldest loaders hold the
places; the rest wait and say why, in chat and on the Machines tab.
- **Safe for the server:** it uses its own ticket, never vanilla's `/forceload` list, so breaking
it, losing the place or removing the mod releases the chunk - nothing stays loaded behind anyone.
- **Goggles:** every loader within 64 blocks draws its chunk - cyan while it loads, red while it waits.
## Fixed
- A machine's Fortune share and tool wear lost one item or point on a rounding boundary (twenty
shares of 0.45 summed to 8.999...); floors now allow for it.
## Also
- The **Guide tab** explains the quarry, the three module tiers, the Alarm and the notices, all
generated from the loaded data.
## Verified, and not
- **437 gametests pass** - the Chunk Loader's ticket, limit, seniority and restart; the quarry's order, its drops by head tier, what it leaves standing, its
cursor across a save, its real catch-up and its wait at an unloaded edge; every module tier
registered, tagged, crafted, gated at its rung and stronger than the last, and a machine and a drill
summing their modules by tier; the Alarm securing a drill through three nights of certain attack; the
per-player notice mute and its save.
- **Unverified:** everything drawn - the Machines-tab toggle, the machine screen's chunk line, the
goggles' frames and chunk columns, and the new module and loader textures. The headless suite cannot see; report what looks wrong.
- The numbers are first drafts. Expect them to move.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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