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XiaoQ-Planning

A module specifically designed for planning
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XiaoQ-Planning.jar

File nameXiaoQ-Planning-Mod-3.0.0.jar
Uploader
Momo_ZiMomo_Zi
Uploaded
Oct 1, 2026
Downloads
11
Size
589.5 KB
Mod Loaders
Forge
File ID
9025928
Type
A
Alpha
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:xiaoq-planning-1700972:9025928")

Learn more about Curse Maven

What's new

New Features

  • Command help page — /xq — opens an in-game help screen that lists every command in the mod, grouped by category, each with its usage and a short note on what it does. Available to all players (no OP required). Scroll with the mouse wheel; clicking an entry copies that command to the clipboard. It is copied only and never executed, because commands such as /back and /function false are destructive.

  • World snapshots and rollback — /save <name> / /back <name> — record a "time node" and later rewind the whole world to it. OP level 2.

    • /save <name> captures the loaded terrain of all three dimensions, every non-player entity, and every online player's health, hunger, inventory, experience, position, effects and attributes, plus each dimension's day time.

    • /back <name> rolls the world back to that node and tab-completes the snapshot names that already exist.

    • Restoring happens in memory without reloading the world: terrain is written back through the vanilla block-setting pipeline, so lighting, client sync and neighbour updates stay correct, and a normally loaded area restores in well under a second.

    • /back first stores a safety snapshot under the reserved name __auto_before_back, so an unwanted rollback can itself be undone with /back __auto_before_back.

    • The result reports how many chunks were restored, how many were skipped because they are not currently loaded, and how many failed.

    • Snapshots are kept in <game dir>/demonization_snapshots/<world>/<name>/ and persist across restarts.

    • Scope note: only chunks that were loaded at the moment of /save are captured, so terrain in unloaded areas is intentionally not rolled back.

  • Health command — /health — OP level 2.

    • /health <targets> max <value> — set the targets' maximum health (0.5–1024).

    • /health <targets> <value> — set the targets' current health.

    • Accepts multi-player selectors (@a, @p, @r, @e[type=player], or a comma-separated list of names). Max health is written through the vanilla attribute system, so the health bar updates on the client right away; lowering the cap also clamps the current health down to it.

  • Play music and sound effects for chosen players from the panel — the music and sound-effect panels now show the registered track / effect list in the left column and the online player list in the right column.

    • Click players to select several, use 全体 to select everyone, or 清空 to clear. Selecting nobody targets only yourself, so a single player, several players or everyone are all covered.

    • Two new packets push the registered names (and the current join sound effect) to clients on login and whenever the registry changes, so the lists stay current without retyping /music list.

    • Playback is still forwarded as /music play / /soundeffect play, so permissions and chat feedback are unchanged.

  • Keybind-opened mod panel — a new keybinding ("Open Mod Panel", unbound by default; assign it in Options → Controls) opens a hub panel with entries for music, sound effects, item-property peeking, the function toggle panel and the gamerule panel. Every entry forwards the corresponding mod command, so permission checks and feedback are identical to typing it by hand. The music and sound-effect sub-panels include a volume slider that applies on release, so dragging it does not spam commands.

  • Small UI animations — screens now have a subtle breathing background (0.4% amplitude, 5.2 second period, never scaling below 1.0 so no edge gaps appear) and enhanced buttons (a 4% hover scale-up with a slight lift, a press rebound, and a soft gold outline that fades in with the hover).

Improvements

  • Barrier peeking is now drawn with a pure render layer — barriers are rendered client-side as translucent red wireframes, replacing the earlier approach of overriding vanilla block models through a resource pack, so no vanilla assets are patched. Peeking is active only in Survival and Adventure mode, scans an 8-chunk radius every 10 ticks, and skips air-only chunk sections.

Bug Fixes

  • Restoring the default font after using a custom font produced garbled text. The reset routine reloaded the font set with an empty provider list, which left it with zero providers so every single glyph degraded to the missing-glyph placeholder, and it then closed the custom font provider a second time, freeing the same native memory twice. Resetting now only clears the custom-font state and triggers a normal resource-pack reload, letting the vanilla font manager close the old font set exactly once and rebuild the vanilla fonts — text comes back correctly instead of turning into mojibake.

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