Commit Graph

46 Commits

Author SHA1 Message Date
Matt 3912ec541d pack: v0.30.4 — drop the broken JEI-hide client script
The hide_disabled_items.js client script I added in v0.30.3 used
`JEIEvents.hideItems(...)` -- a namespace that does NOT exist in
KubeJS 2101.7.2 on NeoForge 1.21.1. There is no kubejs-jei bridge
mod for 1.21.1 NeoForge published on Modrinth at this time.

Client launchers were showing:
  KubeJS client script errors
  hide_disabled_items.js#8
  ReferenceError: \"JEIEvents\" is not defined.

Removing the script entirely. The Shattered Dimensional Carver
still:
  - Cannot be produced (Capsid recipe override with barrier input)
  - Does nothing on use (server-side right-click cancel)

Tradeoff: the item will still appear as a recipe-less entry in JEI
search if players type its name. Cosmetic only; no gameplay path
to obtain or use it.

If a JEI-hide approach becomes available in a future KubeJS update
or via a new bridge mod, we can revisit.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 19:15:19 +00:00
Matt d259695932 pack: v0.30.3 — fully hide Shattered Dimensional Carver
Replaces v0.30.2's right-click intercept with two cleaner layers:

  1. Datapack override of the Capsid recipe
     pack/overrides/world/datapacks/bns-fuel/data/alexsmobs/
       capsid_recipes/shattered_dimensional_carver.json
     Changes the input from `alexsmobs:dimensional_carver` to
     `minecraft:barrier`, which players cannot obtain in survival.
     The recipe loads cleanly but never matches, so the item is
     never produced through normal play.

  2. Client-side KubeJS JEI hide
     pack/overrides/kubejs/client_scripts/hide_disabled_items.js
     Hides `alexsmobs:shattered_dimensional_carver` from JEI search
     and the item list, so it doesn't appear as a recipe-less ghost.

The right-click intercept in server_scripts/disable_alexsmobs_features.js
stays in place as a safety net for /give cases. Transmutation Table
recipe removal also stays as-is.

Net effect: the Shattered Dimensional Carver effectively does not
exist on this server. Void Worm fight + regular Dimensional Carver
return-home item both stay intact.

Verified live: pack synced to 0.30.3, Alex's Mobs registered its
capsid_recipes datapack listener (which reads our override file).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 21:16:08 +00:00
Matt c635de501a pack: v0.30.2 — disable Alex's Mobs Transmutation Table + Shattered Carver
KubeJS server script that:

  1. Removes the crafting recipe for alexsmobs:transmutation_table.
     The Transmutation Table converts items freely with XP cost,
     which competes with Ars Nouveau's depth and undermines the
     Numismatics-based plot economy. No new tables can be made;
     no existing tables exist on the world yet.

  2. Cancels the right-click action on
     alexsmobs:shattered_dimensional_carver. The item teleports the
     user 1,000,000 blocks in a random direction -- breaks any
     server-side world-boundary assumption, drops the player into
     unloaded chunks far from the rest of the world. The item can
     still be produced (the Capsid-shatters-Carver interaction is
     a block reaction, not a recipe we can remove cleanly), but it
     does nothing on use and sends an explanation to the player.

The Void Worm boss + regular Dimensional Carver (return-home
teleport) stay enabled. Players can still fight the boss and earn
the home-recall item, just not the world-bounding-breaking variant.

Verified live: KubeJS loaded script in 3ms, removed recipe at
recipe-event time, server bound to 25565.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 20:49:19 +00:00
Matt 34d180404a pack: v0.30.1 — fix lithostitched client-side bug
Client launcher reported on startup:
  Mod improved_village_placement requires lithostitched 1.4 or above
  Currently, lithostitched is not installed

Cause: lithostitched was flagged side=server in pack.lock and the
live manifest, so the client launcher skipped it during sync. But
Improved Village Placement (added in v0.29.1) declares lithostitched
as a runtime dependency and IVP itself is side=both, so the client
loaded IVP and then failed the dep check.

Lithostitched is a worldgen library — many mods that use it need it
on both sides (client renders modded structures using its hooks).
Flipping to side=both is the safer default for any library mod.

The other server-side flagged entries (Yung's Better X, noisium,
async-locator, servercore) are genuinely server-only and stay as-is.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 20:07:40 +00:00
Matt d6c6da446c pack: v0.30.0 — Combat batch (Better Combat + Combat Roll + Alex's Mobs)
Adds the v0.30.0 combat-feel batch:

  - Better Combat 2.3.2 -- directional attacks, multi-hit swings,
    weapon-type animations. Data-driven attack profiles so Create,
    CBC, Ars weapons all get appropriate swings automatically. No
    new weapons or recipes -- pure mechanics overhaul. First-person
    view fully supported as of 2.0.4.

  - Combat Roll 2.0.6 -- dodge roll on double-tap with brief invuln
    + roll-related attributes/enchants. Same author and shares deps
    with Better Combat, explicitly designed to work alongside.

  - Alex's Mobs port 1.22.17 -- wide nature-themed mob variety
    (~70+ creatures). Original mod stops at 1.20.1; this is the
    community port for 1.21.1, 187k downloads, recently updated.

Deps added with the batch (all new to pack):
  - Cloth Config 15.0.140 (BC + Combat Roll)
  - playerAnimator 2.0.4 (BC + Combat Roll)
  - Citadel port 2.7.6 (Alex's Mobs)

Verified live: 0.30.0 synced, all 6 jars discovered, BC registered
3007-byte weapon attribute table, Combat Roll loaded, Alex's Mobs
adding datapack listeners. KubeJS 0 errors, port 25565 binds.

The v0.31.0 batch (Twilight Forest + Aether) is parked for later --
holding until plot/economy work is running so players have reason
to leave spawn for those dimensions.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 19:49:38 +00:00
Matt b5ebe26649 pack: v0.29.1 — Improved Village Placement
Adds Improved Village Placement 1.1.1 (Modrinth). Forces villages
to spawn on flat terrain instead of clipping into hillsides /
floating mid-air on slopes. Tiny mod (34KB). Required dep
Lithostitched is already in the pack at 1.7.2.

Verified live: mod loaded, server boots clean, port 25565 binds.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 18:09:15 +00:00
Matt e84de6c190 pack: v0.29.0 — train fuel requirement + CBC tier-preserving safety
Two related gameplay tweaks:

1. Train fuel requirement (Steam 'n' Rails)
   - Set realisticTrains = true in railways-server.toml.
     Trains now consume fuel from a Fuel Tank (liquid) or solid fuels
     in chests/barrels on the contraption. realisticFuelTanks stays
     true so tanks won't accept water/junk.
   - Ship a datapack bns-fuel/ that defines TFMG fluids as proper
     liquid fuels at tiered burn rates:
       crude_oil    8000 ticks/bucket   (raw, abundant -- entry)
       furnace_gas 12000 ticks/bucket   (cheap by-product)
       naphtha     24000 ticks/bucket   (mid refined)
       kerosene    24000 ticks/bucket   (mid refined)
       gasoline    36000 ticks/bucket   (top refined)
       diesel      48000 ticks/bucket   (top refined, longest)
     Vanilla lava bucket still works via bucket-burn fallback
     (20000 ticks). Tier curve incentivises building a real refinery.

2. CBC tier-preserving cannon safety
   - Revert the nuclear disableAllCannonFailure=true switch shipped
     in v0.28 hotfix -- it killed the bronze/steel/nethersteel tier
     balance because overloaded cannons fired without consequence.
   - Per-lever config that protects against random RNG losses while
     keeping the tier mechanic intact:
       disableAllCannonFailure = false
       squibChance = 0.0              (no random projectile-stuck)
       barrelChargeBurstChance = 0.0  (forgive misplaced charges)
       interruptedIgnitionChance = 0.0 (forgive gapped loads)
       overloadBurstChance = 1.0      (TIER STRICT -- exceed your
                                       cannon's rated propellant
                                       stress = lose the cannon)
       failureExplosionPower = 0.0    (no collateral blast when it
                                       does die from overload)
   - Effect: a cannon built to spec and used within its
     maxSafePropellantStress is immortal. Overloading dies cleanly
     per the material's failureMode, no fortress damage. User error
     (squib/misplace/gap) doesn't destroy expensive builds.

Stress units NOT supported for trains: verified by inspecting Rails
and Create bytecode, nothing consumes SU for train movement. Liquid
fuel is the supported mechanism.

Verified live: server boots clean, port 25565 binds, KubeJS loads
0 errors, Minecraft auto-enables the bns-fuel datapack, Rails
initializes the LiquidFuelManager reload listener.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 20:42:38 +00:00
Matt 5a24801f48 pack: v0.28.0 — Steam 'n' Rails (port) + Copycats+/Aero weight bridge
Adds two mods on top of v0.27.0:

  - Create: Steam 'n' Rails 0.2.0+neoforge-mc1.21.1 (stable). The
    official Steam 'n' Rails team skipped 1.21.1, so this is the
    "Porters of Railways" community port — actively maintained,
    310k downloads on the beta line and 0.2.0 just hit stable.
    Brings train QoL: track tools, semaphores, conductor cap,
    smokestacks, narrow-gauge tracks, etc.

  - Copycats+ aeronautics weight 1.1.1. Small interop mod so
    copycat blocks contribute weight to Create: Aeronautics
    contraptions instead of being treated as massless. ~15KB.

All deps satisfied by mods already in the pack (Create, Copycats+,
Sable, Create: Aeronautics).

Tested live: server boots, port 25565 binds, KubeJS loads 0/0 errors,
aerocopycats logs HELLO FROM COMMON SETUP, Railways registers
55+53+238 entries across its three creative tabs. No new crashes.

Known noise: Steam 'n' Rails ships optional loot tables for tracks
of wood types from many other mods (TwilightForest, BYG, TFC, Blue
Skies, Hex Casting, BoP, etc.). Mods absent from this pack produce
~276 'Unknown registry key' ERROR lines once at boot. Harmless —
loot tables for items that don't exist just fail to parse and get
skipped. Standard behavior for Rails on lean packs.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 19:29:43 +00:00
Matt 96d4608e4c pack: v0.27.0 — Create QoL + aesthetic batch
Three small Create addons, no overlap with current 18-mod Create stack:

  + kubejs-create v2101.3.1-build.18
      Recipe builders for KubeJS scripts. Will replace the raw
      Create:pressing JSON in supplementaries_bridges.js with a
      cleaner event.recipes.create.* call.

  + create-encased v1.8.1-ht1
      Encased/cased variants of Create kinetic blocks (shafts,
      gearboxes, cogwheels in compact casings) for cleaner builds.

  + bellsandwhistles v0.4.7-1.21.1
      Train whistles, bells, signal lights, station decoration.

All three already deployed live; pack-version.json bumped, MC
server restarted to sync. No mod-load errors.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 13:55:55 +00:00
Matt 9f0c9e262a pack: content + storage batch v0.24.0 -> v0.26.0
Mods added (in lockfile):
  v0.24.0  YUNG's structure mods (9):
           - Better Dungeons, Better Mineshafts, Better Ocean
             Monuments, Better Nether Fortresses, Better End Island,
             Better Witch Huts, Better Desert Temples, Better Jungle
             Temples, Bridges, Extras
  v0.24.1  Create: Radars (Aeronautics-compatible from v0.4.5.1+)
  v0.24.2  Ars Creo + Create Ars Compact (the latter removed in 0.25.0)
  v0.24.3  FallingTree (whole-tree chop on axe hit)
  v0.24.4  Copycats+, Create: Connected, Create: Interiors
  v0.24.5  Create: Power Loader (Aeronautics-airship chunkloading)
  v0.24.6  -- KubeJS bridges only (see below)
  v0.24.7  -- Patchouli welcome book attempt 1 (kubejs/data) -- failed
  v0.24.8  -- Patchouli attempt 2 (assets/data split) -- failed
  v0.24.9  -- Patchouli attempt 3 (patchouli_books/ root path) -- worked
  v0.25.0  REMOVED Create Ars Compact (broken sauce:source_fluid recipes,
           no public tracker, half-finished compat layer);
           added Create: Dragons Plus, Create: Enchantment Industry
  v0.26.0  Sophisticated Core/Storage/Backpacks/Create-Integration,
           Create: Additional Logistics

KubeJS additions:
  - supplementaries_bridges.js: flax -> 2x string via Create Press,
    Plunderer drops 1-3 spurs via EntityEvents.drops
  - recipes_numismatics.js: renamed COIN_IDS -> COIN_RECIPE_REMOVE_IDS
    to avoid Rhino global-scope collision with numismatics_tooltips.js,
    added sprocket to the removal list (was missing)
  - welcome.js: migrated from vanilla written_book (broken Filterable
    codec in 1.21) to Patchouli book at patchouli_books/manual/

Patchouli manual:
  - 5 entries (Welcome, Waystones, Money, Plots, Rules) under one
    "Server Basics" category
  - Lives at pack/overrides/patchouli_books/ (root path) -- this is
    the modpack-author path per Patchouli docs, NOT data/+assets/
    which is for mods bundled in jars
  - Book id: patchouli:manual (default namespace in this mode)

All v0.24-v0.26 work has been live on the server and tested.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-24 22:42:32 +00:00
Matt 42bec33aa1 pack: building-mods batch v0.23.0 (10 mods)
Tier 1 essentials for the spawn-town aesthetic:
- Macaws Roofs 2.3.2          proper sloped roofs (no more staircase hacks)
- Macaws Paths and Pavings 1.1.1  streets + sidewalks + plot boundaries
- Macaws Bridges 3.1.2         covered walkways + market awnings
- Macaws Lights and Lamps 1.1.5  streetlights + decorative lighting
- Supplementaries 3.6.5        vanilla++ decoration (signposts!), needs Moonlight

Tier 2 (skipping Chipped per user -- discuss JEI clutter separately):
- Macaws Windows 2.4.2         window variety
- Macaws Doors 1.1.5           door variety
- Create Deco 2.1.3            Create-aesthetic decoration, fits pack vibe

Bonus:
- Effortless Building 4.1      WorldEdit-lite survival building tool
- Moonlight 3.0.14             required dep for Supplementaries

All side=both. Total added ~25 MB. 62 lockfile entries now.
Pack 0.22.6 -> 0.23.0.
Pre-flight Check-Deps clean: all 87 mod IDs (incl jar-in-jar bundles)
satisfied.
2026-05-23 18:26:18 +00:00
Matt a41ae52d9b plots: AUTHORITATIVE coin values (non-uniform), 0.22.5 -> 0.22.6
User confirmed in-game tooltip values:
  spur=1, bevel=8, sprocket=16, cog=64, crown=512, sun=4096.

Chain is non-uniform (x8, x2, x4, x8, x8). My earlier guesses
(uniform x8, assuming Sun=64 Cogs) gave consistent but wrong
intermediate values. Now sourced from the mod's own tooltip, not
triangulated.

Plot prices at 100/250/600 spurs now mean roughly:
  100 spurs = 6 bevels + 4 spurs (1 sprocket + 5 bevels + 4 spurs)
  250 spurs = 3 cogs + 3 bevels + 2 spurs
  600 spurs = 9 cogs + 3 bevels (... still small change tier)

User-side: edit PLOT_DEFS in plots.js to set real prices once the
spawn marketplace and economy scale are decided.
2026-05-23 18:19:37 +00:00
Matt b85eef04bd plots: correct Numismatics coin chain (6 denoms incl sprocket), 0.22.4 -> 0.22.5
Was: 5-denom x8 chain (spur=1, bevel=8, cog=64, crown=512, sun=4096).
Now: 6-denom x8 chain with sprocket inserted between bevel and cog.

Verified in-game (user reported Sun = 64 Cogs, which only fits these
values: spur=1, bevel=8, sprocket=64, cog=512, crown=4096, sun=32768).

Plot purchase math (countCoins, takeCoins, giveCoins) was using the
old 5-denom map: cog would have been counted as 64 spurs when it's
actually 512, and sprockets weren't counted at all. Plot prices remain
at 100/250/600 spurs which are still appropriate small-change amounts;
user can edit PLOT_DEFS to raise once playtesting confirms desired
economy scale.
2026-05-23 17:59:57 +00:00
Matt fad867976f tooltips: simplify coin tooltips (Numismatics already shows value), include sprocket, 0.22.3 -> 0.22.4
Three corrections per user feedback:
1. Drop the conversion-crib lines -- Numismatics' built-in tooltip
   already shows 'Value: N spurs' so our added lines were duplicate.
2. Include sprocket (numismatics:sprocket) -- the 6th denomination
   I missed when first writing the script. Full set: spur, bevel,
   sprocket, cog, crown, sun.
3. Keep only the actually-useful hint: 'Right-click a Bank Teller
   block to convert denominations' -- the one piece of info that
   isn't on the mod's own tooltip.

Decision punted (deliberately): no 8-spurs-shapeless-to-1-bevel
crafting recipes. The Bank Teller is the spawn-economy anchor;
crafting recipes would let players bypass the bank entirely. Players
who want local conversion can place their own Teller -- which is the
intended Numismatics design.
2026-05-23 17:55:44 +00:00
Matt 135ecf4a5a Build-Pack: default tweak jars to side=server, 0.22.2 -> 0.22.3
URGENT client-side fix. brassandsigil_tweaks-1.0.0.jar (built from
pack/tweaks/ into pack/overrides/mods/) declares lithostitched as a
hard dependency in its mods.toml. lithostitched is tagged side=server
in the lockfile because it's worldgen-only. brassandsigil_tweaks had
no explicit side tag so Build-Pack defaulted it to side=both. Clients
downloaded the tweak jar but not the dep -> NeoForge refused to start
with 'Mod brassandsigil_tweaks requires lithostitched 1.7 or above'.

Fix: Build-Pack now injects side='server' on any local-override file
under mods/. All tweak jars are data-only (worldgen modifiers, recipe
overrides) and pure server-side. If a future tweak is actually client-
relevant, this rule will need a per-file exception.

Tested in build output -- the brassandsigil_tweaks entry now shows
side='server' in the generated manifest.
2026-05-23 17:40:34 +00:00
Matt e1a77d2e19 tooltips: ItemEvents.tooltip -> ItemEvents.modifyTooltips, 0.22.1 -> 0.22.2
KubeJS 2101.x has ModifyItemTooltipsKubeEvent (the modify-tooltips API);
the older 'tooltip' event name doesn't exist in this version.
2026-05-23 17:37:30 +00:00
Matt f19e7b187e numismatics: add conversion-crib tooltip to each coin, 0.22.0 -> 0.22.1
Numismatics' x8 uniform chain isn't intuitive. Mod values are
hardcoded so we cant fix the ratios, but we can put the conversion
table directly on each coins tooltip via KubeJS ItemEvents.tooltip.
Players hover any coin -> see how it relates to the others + a hint
to use Bank Teller for on-the-fly conversion.

~25 lines, ItemEvents.tooltip hot path is cached per item-id so no
performance concern.
2026-05-23 17:36:02 +00:00
Matt f72be58c6a pack: add MrCrayfish's Configured 2.6.3 (CurseForge), bump to 0.22.0
Configured is the in-game config GUI library JEI suggests when you
press its wrench icon (and the same library a bunch of other mods use
for their config screens). CurseForge-only (not on Modrinth) so we
add as source: curseforge -- following the same pattern as the FTB
mods already in the lockfile.

Tagged side=client because Configured is purely a client-side config
UI provider; the server doesn't need it. Server-side filter will skip
it on sync.

Filename gotcha noted for future CF adds: the CF web page shows the
mod with a friendly name like 'Configured 2.6.3.jar', but the actual
file on mediafilez.forgecdn.net is named 'configured-neoforge-1.21.1
-2.6.3.jar'. Use the CDN filename in the URL, not the web display
name.
2026-05-23 17:30:52 +00:00
Matt 05e700cfc7 rpo: try 'required: true' to force-enable CC ReCreated, 0.21.2 -> 0.21.3
Players with an existing options.txt (i.e. anyone who has launched MC
once) don't get the 'default_packs' applied -- RPO only treats those as
defaults for fresh installs.

Adding 'required: true' to the override entry on the assumption that
the field forces the pack to be enabled on every launch regardless of
player choice. Decompiled the jar for string constants and 'required'
appears alongside 'force_compatible' as a known key.

If the field name is wrong RPO will silently ignore it -- no harm, easy
iteration.
2026-05-23 17:05:52 +00:00
Matt d24f7f03a3 kubejs: drop jei_hides.js (wrong API binding), 0.21.1 -> 0.21.2
Two consecutive client_scripts errors traced to jei_hides.js:
1. Array-spread syntax not supported by Rhino (fixed in 0.21.1)
2. JEIEvents global is not defined in KubeJS 2101.7 -- the actual JEI
   event API uses classes like JEIRemoveEntriesKubeEvent but the binding
   name is something different we haven't identified yet.

Rather than ship more guesses, drop the script entirely. Functional
impact is minimal: recipes for waystones + coins are still removed
server-side (recipes_waystones.js, recipes_numismatics.js), so players
cannot craft these items even if they appear in JEI search. The only
loss is some JEI clutter.

When we identify the correct JEI hide API in KubeJS 2101.x, can add
back as kubejs/client_scripts/jei_hides.js with the right binding.
2026-05-23 16:22:01 +00:00
Matt d5fd2c97e9 jei_hides: use .concat instead of array-spread (Rhino compat). 0.21.0 -> 0.21.1.
KubeJS uses Rhino as its JS engine, which doesn't support array-spread
syntax (`[...a, ...b]`). The line `[...WAYSTONE_ITEMS, ...COIN_ITEMS]
.forEach(...)` threw EvaluatorException: syntax error at jei_hides.js:46
on client launch, surfacing the KubeJS client script errors dialog.

Fix: use Array.prototype.concat() which is universal JS. Also extracted
the hide-quietly helper into a named function for readability.
2026-05-23 16:18:50 +00:00
Matt 6264785f2c plots: v1 spawn-commercial-plots system, bump to 0.21.0
/bns plot list|info|buy|release|reload. Single ~316-line file with
clear sections. Hardcoded PLOT_DEFS Map (3 example plots), ownership
state in server.persistentData.bnsPlots, best-effort Numismatics +
FTB Chunks integration (will be verified in playtest). See file
header for full design notes.
2026-05-23 16:01:47 +00:00
Matt aa881bfc65 bns_admin: drop INTEGER range args (KubeJS wrapper doesn't expose them), validate in handler instead. 0.20.0 -> 0.20.1. 2026-05-23 15:41:34 +00:00
Matt c699dcc77b pack: KubeJS tidying + admin commands, bump to 0.20.0
Tidying pass on the KubeJS suite before plot system V1 lands. Sets up
the file structure + conventions + diagnostics so the larger plot
system has a clean foundation.

Changes:

1. NEW kubejs/README.md
   File layout doc + conventions: logging prefix [bns/<module>],
   persistent-data key naming (bns* prefix), one concern per file,
   performance discipline (O(1) lookups, no polling).

2. Split economy_policy.js -> recipes_waystones.js + recipes_numismatics.js
   Single-concern files. recipes_waystones removes ALL waystones
   crafting (welcome.js distributes the only allowed waystone instead).
   recipes_numismatics removes the 5 coin-denomination crafts.

3. NEW kubejs/server_scripts/bns_admin.js
   /bns admin subcommands for OP diagnostics:
     - info                       calling player's flags+counts
     - waystone-count <player>    read stored count
     - waystone-set <player> <n>  override stored count
     - reset-welcome <player>     clear bnsWelcomeGranted -- replays
                                  the welcome grant on next login
   Registered via ServerEvents.commandRegistry with Brigadier tree,
   permission level 2 (OP). No performance cost (operator-triggered only).

4. Logging added to waystones_policy.js + welcome.js
   Every action prints `[bns/<module>] ...` so server logs can be
   filtered with `journalctl ... | grep '\[bns/'`.

Performance discipline applied:
- All event-handler lookups use Set.has (O(1)), not Array.includes
- No periodic tick polling anywhere
- No network calls in event handlers
- console.info is cheap (no string format unless logged)

Bumps to 0.20.0. Plot system V1 follows in v0.21.x as a separate
multi-file submodule under server_scripts/plots/.
2026-05-23 15:39:59 +00:00
Matt b3d46931b2 rpo: ship default-enable config for ComputerCraft Recreated, bump 0.19.5
Resource Pack Overrides config field names extracted directly from the
mod's class files (default_packs + default_overrides confirmed via grep
on the .class strings). Config ships through defaultconfigs/ so it
seeds the player's local config on first run and respects later edits.

The 'default_position: TOP' override puts the ReCreated pack at the top
of the enabled-packs list so it takes precedence over the vanilla
ComputerCraft textures.

If the filename or schema turns out to be off when tested, it's a
one-line follow-up to fix.
2026-05-23 15:32:49 +00:00
Matt c6fb859db8 pack: add Resource Pack Overrides, revert server-push enforcement
Two changes per user direction:
- server.properties is reverted (resource-pack lines cleared, require=
  false). No more server-pushed pack -- no prompt on join, no kick if
  declined, no redundant re-download of a file the launcher already
  shipped.
- Adds resource-pack-overrides (Modrinth's gold-standard "auto-enable
  bundled resource packs" mod, 8.2M dl, client-only). The Computer
  Craft Recreated v1.2.zip already ships in the modpack manifest
  (side=client) so it's already in players' resourcepacks/ folder via
  the launcher -- RPO will be configured to default-enable it.

The RPO config (`pack/overrides/config/resourcepackoverrides-client.toml`
or similar) lands in a follow-up once we've seen the generated format.
For now this commit just gets the mod into the pack. Bumps to 0.19.4.
2026-05-23 15:27:10 +00:00
Matt 3e1f5c01ed cc: plastic-everywhere + advanced-contains-basic upgrade chains
Two design changes:

1) Every electronic CC item now requires tfmg:plastic_sheet. Plastic is
   the electrical insulator and gates ALL CC tech behind TFMG's full
   oil chain (crude oil -> naphtha -> distillation -> molten plastic
   -> sheet). Even cable -- you can't lay wires without insulation.

2) Advanced items now embed their Basic counterpart in the recipe:
   - computer_advanced  contains  computer_normal
   - monitor_advanced   contains  monitor_normal
   - wireless_modem_advanced  contains  wireless_modem_normal
   - pocket_computer_advanced contains pocket_computer_normal
   - turtle_advanced    contains  computer_advanced  (which contains
                                  computer_normal -- chained upgrade)

   This makes the progression literal -- you can't skip Basic to make
   Advanced. You upgrade through, paying both costs.

Other tweaks:
- Replaced create:railway_casing with create:industrial_iron_block in
  the Advanced Computer recipe. Railway casing is thematically tied to
  trains, not computing -- creates a weird "build trains to make a
  computer" dependency. industrial_iron_block fits the server-rack
  aesthetic and is a more general Create tier-3 material.
- Added plastic to disk_drive, wired_modem, printer, redstone_relay,
  speaker (recipes that previously skipped it).

Bumps to 0.19.3.
2026-05-23 15:20:20 +00:00
Matt ce8304d6cb cc: drop orphan pocket_computer_colour recipe (not a real item, just a state variant of _advanced). Removes startup warning. 0.19.1 -> 0.19.2. 2026-05-23 15:12:12 +00:00
Matt add5803191 pack: full CC recipe overhaul — 19 items across 5 progression tiers
Expands the v0.19.0 recipe set from 10 to 19 items and builds a deliberate
5-tier progression using richer Create + TFMG materials.

Newly overhauled items:
  T1 - cable (8-output, copper_wire-heavy so bulk-laying is viable)
  T3 - redstone_relay
  T3 - turtle_normal
  T4 - turtle_advanced
  T5 - pocket_computer_normal, _advanced, _colour
  Misc - wired_modem_full (block form, derived from wired_modem)

Existing items reworked with better thematic materials:
  computer_normal/advanced  -> now uses create:brass_casing / railway_casing
                                as the chassis instead of bare plastic
  monitor_normal/advanced   -> nixie_tube for the retro CRT, display_link
                                for the advanced data-binding monitor
  wireless_modem_normal     -> tfmg:electromagnetic_coil is the antenna,
                                copper_wire + aluminum_wire signal lines
  wireless_modem_advanced   -> constantan_spool + large_coil for high-Q
                                tuning -- properly end-game wireless
  disk_drive                -> create:cogwheel for the spinning read head
  speaker / printer         -> copper_sheet / cogwheel for thematic flair

Wire usage is the through-line: copper_wire in T1-T2 (cheap, used in
quantity), aluminum_wire in T3 mid-tier signal lines, constantan_wire
+ constantan_spool in T4 for high-frequency wireless. TFMG's electrical
production now genuinely gates CC progression.

Bumps pack to 0.19.1 (point release — same mod set, expanded scripts).
2026-05-23 15:11:11 +00:00
Matt fe5b7ce1ea pack: add Easy NPC + CC: Tweaked + recipe overhaul, bump to 0.19.0
Mods (5 additions):
- Easy NPC 6.16.1 (3 jars: bundle + core + config_ui). Lightweight,
  config-UI-driven NPC mod -- 817k downloads, NOT the heavyweight
  Custom NPCs by Noppes which has no 1.21.1 NeoForge port. Players
  will interact with NPCs at spawn (Plot Office land clerk + future
  shop NPCs) via right-click -> dialogue.
- CC: Tweaked 1.119.0. ComputerCraft tier added for technical displays,
  server stats, and player-built automation. Future plot-system V2
  could use CC monitors as the central kiosk with touch buttons; V1
  uses NPC + signs.
- Computer Craft: ReCreated v1.2 (resource pack, client-only). Styles
  CC's computers + monitors with a brass/wooden Create aesthetic so
  they don't look out of place in the pack.

KubeJS scripts:
- cc_recipes.js: Overhauls 10 CC crafting recipes to require Create
  (electron_tube, precision_mechanism, rose_quartz) + TFMG (plastic
  sheet, steel ingot, silicon ingot). Gates the tech tier behind
  Create+industrial progression. Recipes for cables, peripheral
  blocks, turtles, etc. left at default -- can iterate later.

Plot system V1 deferred to v0.20.0 -- needs its own focused effort
because of the FTB Chunks claim-transfer integration + Numismatics
inventory coin handling. Memory plan already covers the design.
2026-05-23 14:59:55 +00:00
Matt 01e1e4a502 pack: correct Numismatics coin IDs (5 denominations, not 4)
The 0.18.0 economy_policy.js named 'numismatics:sundial' which doesn't
exist -- the real registry IDs are spur, bevel, cog, crown, sun. The
KubeJS warning surfaced this at startup:

  Failed to read ingredient from numismatics:sundial:
  Item with ID numismatics:sundial does not exist!

Updates both economy_policy.js (recipe removal) and jei_hides.js (JEI
hide) to use the correct 5-denomination list. Bumps to 0.18.1.
2026-05-23 14:18:11 +00:00
Matt 2ac4b2f2cd pack: economy MVP -- Numismatics + Patchouli + welcome flow, bump to 0.18.0
Adds the currency layer and the first-join experience.

Mods:
- Create: Numismatics 1.0.20  (currency, vendor blocks, piggy banks)
- Patchouli 1.21.1-93         (kept in pack for future rich manual book)

KubeJS scripts (server_scripts/):
- economy_policy.js  remove ALL Waystones recipes; remove coin recipes
                     only (piggy banks etc. stay craftable for now)
- welcome.js         first-login grant: 1 waystone + vanilla written-book
                     "Brass & Sigil Manual v1" (5 pages: welcome,
                     waystones, money, spawn plots, rules). Per-player
                     flag bnsWelcomeGranted in persistentData gates it.

KubeJS scripts (client_scripts/):
- jei_hides.js       hide all Waystones items + 4 coin denominations from
                     the JEI ingredient list. Combined with the recipe
                     removal players never encounter these items via
                     normal play -- only via the welcome grant or the
                     bank exchange.

The written-book manual is the MVP placeholder. When more content lands
(plot system, dynamic exchange, etc.) it'll be replaced by a proper
Patchouli book authored as a tweak jar -- Patchouli's already in the
lockfile so no mod-add will be needed at that point.
2026-05-23 14:16:45 +00:00
Matt b064a9f515 pack: KubeJS Waystones policy (1-per-player + ban share/portstones)
Adds pack/overrides/kubejs/server_scripts/waystones_policy.js which:

- Caps regular waystones at 1 per player. Per-player count is stored in
  player.persistentData and decremented on break (works correctly because
  restrictedWaystones = ["PLAYER"] means only owners can break).
- Bans all 16 sharestone variants. They defeat the "build transport"
  intent (solo pair-teleport) and can be placed just outside a claim
  for stealth proximity access.
- Bans all 16 portstone variants pending separate design review.
- Leaves warp plates and warp scrolls untouched.

Bumps to 0.17.0 so launcher re-syncs.
2026-05-23 13:40:29 +00:00
Matt 0bdc48c86f gitignore: scope overrides ignore to mods/, track defaultconfigs/
The previous rule 'pack/overrides/' ignored the whole directory, which
made it impossible to re-include subpaths via ! exception (git's rule).

Narrow the ignore to 'pack/overrides/mods/' -- the only path that
Build-Tweaks.ps1 actually writes -- and drop the broken whitelist
block. Other subdirs under pack/overrides/ (defaultconfigs/, etc.) now
live in git like normal source.

Adds the Waystones override that 0.16.1 attempted (spawnInVillages =
DISABLED). Bumps to 0.16.3 so launcher caches re-sync.
2026-05-23 12:57:41 +00:00
Matt 50007e1109 pack: track pack/overrides/defaultconfigs/ + ship Waystones override
.gitignore previously ignored all of pack/overrides/ because that dir is
the build output of Build-Tweaks.ps1. But defaultconfigs/ inside it holds
hand-written source-of-truth configs that should be in git (otherwise
they don't survive cross-machine deploys). Whitelisting that subdir.

Adds pack/overrides/defaultconfigs/waystones-common.toml -- the same
file the empty 0.16.1 commit was supposed to ship but couldn't because
of the .gitignore rule. Bumps to 0.16.2.

The override changes just one key:
- spawnInVillages: REGULAR -> DISABLED

All other Waystones settings stay at mod default (ACTIVATION visibility,
PLAYER restriction, empty allowedVisibilities) which already provides
the base-intrusion protections we discussed.
2026-05-23 12:56:13 +00:00
Matt 3dc0767a24 pack: tune Waystones config + bump to 0.16.1
Ships an override of waystones-common.toml under pack/overrides/
defaultconfigs/ so first-run installs (clients + fresh servers) get the
intended defaults. NeoForge auto-copies defaultconfigs/<file> into
config/<file> on first run only -- player-tweaked configs after that
are preserved across pack updates.

The only override vs mod-default in this commit:
- spawnInVillages: REGULAR -> DISABLED

Everything else stays at mod default, which already gives the security
posture we want:
- defaultVisibility = ACTIVATION  -> each player must physically visit
  a waystone before they can teleport TO it. Solves the "player B
  teleports into player A's base" concern without a hard per-player
  placement cap (which v21.x dropped).
- restrictedWaystones = [PLAYER]  -> only owners can edit their own
  waystones.
- allowedVisibilities = []        -> no player UI can create global
  waystones; OPs use the /waystone command for server-public ones.

Wild waystones (in the open world, not villages) stay on -- they're
public-good fast travel, not tied to bases.
2026-05-23 12:55:18 +00:00
Matt b080dfe325 pack: add Waystones + Balm, bump to 0.16.0
Waystones 21.1.33: fast-travel teleport network.
Balm 21.0.58: required common lib for Waystones (and other BlayTheNinth mods).

Config will be tweaked in a follow-up after the server generates its
default config files. Intended config:
- worldgen village waystones DISABLED
- maxWaystonesPerPlayer = 1
- defaultPrivacy = Private (player-placed)
- OP-placed global waystones via /waystone command
2026-05-23 12:53:26 +00:00
Matt 4ea919432e pack: add Kotlin for Forge 5.11.0, bump to 0.15.1
Hotfix for 0.15.0: Slice & Dice declares 'kotlinforforge >= 5.8' as a
hard dependency and the server crashed on load without it. Adding KFF
satisfies the dep. 6.9 MB, both sides.
2026-05-22 21:00:37 +00:00
Matt 89c41dfe4d pack: add Farmer's Delight + Slice & Dice, bump to 0.15.0
- Farmer's Delight 1.3.2 (3.2 MB): cooking expansion -- new crops
  (tomato, onion, rice, cabbage), cooking pot, stove, cutting board,
  knife, ~50+ food recipes. Both sides required.
- Create Slice & Dice 4.2.4 (407 KB): FD<->Create automation bridge.
  Adds a Slicer machine (Mechanical Press/Mixer-style) that automates
  the knife/cutting-board step so Create kinetic networks can feed FD
  prep. Loader-shared jar (forge+neoforge from one file).

Both tagged "both". Brings live mod count to 41.
2026-05-22 20:58:37 +00:00
Matt 6143ddc111 pack: add AppleSkin + Mouse Tweaks, bump to 0.14.0
Two client-leaning QoL mods.

- AppleSkin 3.0.9: food + saturation tooltips. Modrinth side=optional both;
  tagged "both" so server still installs (harmless, ~75KB).
- Mouse Tweaks 2.26.1: shift-drag, scroll-transfer, auto-refill, click-and-
  drag stacking in inventory UI. Modrinth lists server=unsupported, so
  explicitly tagged side=client -- this is the first new mod that exercises
  the server-side filter from the 0.10.0 schema migration: server's sync
  should skip downloading it.
2026-05-22 20:49:14 +00:00
Matt 3bcf8bc4f8 pack: add Spark profiler 1.10.124 + bump to 0.13.0
Best-in-class MC profiler. Server side: /spark sampler start, /spark
heap, /spark tps. Optional client side too. ~3.5MB, both sides optional
per Modrinth -- tagged "both" so launcher syncs it too.
2026-05-22 20:46:12 +00:00
Matt 987fedd7e4 pack: add Almost Unified 1.4.2 + bump to 0.12.0
Preemptive insurance against duplicate-item proliferation when more
metals-producing mods are added (e.g. when Power Grid lands, or any
future Mekanism/Thermal/etc. addition). Today's pack only has TFMG as
the metals provider so AU is largely a no-op now, but ships with sane
default tag preferences that activate automatically as duplicates appear.

Tiny mod (~290 KB jar), client-optional/server-required per Modrinth.
2026-05-22 20:34:32 +00:00
Matt 95966d2d14 pack: add Simple Voice Chat 2.6.17 + bump to 0.11.0
Adds proximity voice chat to the modpack. Server uses UDP/24454 by default
(firewall rule added separately).

Modrinth lists both sides as "optional" -- players without it can still
join, just no voice. Tagged "both" in the lockfile so server + launcher
both install it.
2026-05-22 20:23:07 +00:00
Matt 4594cb9c00 Add explicit client/server side field to manifest
Bake each file's "side" (client / server / both) into manifest.json at
build time so both the launcher and the server filter deterministically
and offline. This replaces the launcher's previous "download everything"
default and lets the server short-circuit its runtime Modrinth lookup
when a file already has an authoritative tag.

Schema:
- ManifestFile.Side: "client" | "server" | "both" (null = "both" for
  backward compat with manifests pre-dating this field)
- Files marked "both" omit the field entirely to keep the JSON tight

Code changes:
- launcher Manifest.cs + ManifestSyncService: filter out "server" files
  in both the prune+download path and FindMissingFiles
- server Manifest.cs + ManifestSync: drop "client" files outright; only
  fall back to the existing runtime Modrinth lookup for files with no
  explicit side (legacy/un-tagged mods stay protected)
- server LockedMod: side field propagates into manifest at build time
- scripts/Build-Pack.ps1: propagate side from lockfile to manifest
- scripts/Bootstrap-Sides.ps1: one-off populator; queries Modrinth's
  client_side/server_side per project, conservatively marks restricted
  only when one side is "unsupported", leaves ambiguous cases as "both"
- pack/pack.lock.json: bootstrap-populated sides (3 client, 5 server,
  rest both); CurseForge mods default to "both" pending manual review;
  version bumped 0.9.3 -> 0.10.0 since clients must re-sync

Compatibility:
- Old launcher + new manifest: ignores unknown "side", downloads all
- New launcher + old manifest: side null -> "both", installs all
- Old server + new manifest: same -- runtime Modrinth lookup still works
- New server + old manifest: side null -> runtime lookup, same behaviour
2026-05-22 14:17:43 +00:00
Matt Sijbers bbba58d1dd fix: tweak jars use forward-slash entry names; bump pack to 0.9.3
NeoForge's mod scanner rejected brassandsigil_tweaks-1.0.0.jar because
PowerShell 5.1's [ZipFile]::CreateFromDirectory() writes Windows-native
path separators into ZIP entry names on Windows. Entries came out as
"META-INF\neoforge.mods.toml" instead of the spec-required forward-slash
form, so the loader couldn't find the manifest and silently dropped the
jar with "not a valid mod file".

Build-Tweaks.ps1 now opens the archive in 'Create' mode and writes each
file as an explicit ZipArchiveEntry whose name is built from the relative
path with backslashes replaced by forward slashes. Verified the rebuilt
jar lists "META-INF/neoforge.mods.toml" etc.

Pack version 0.9.2 -> 0.9.3 so launchers cached at 0.9.2 see "pack
changed" and re-sync the new tweak jar (their bytes differ; SHA-1 in the
manifest will reflect that).
2026-05-09 22:30:49 +01:00
Matt Sijbers a1331212cb Initial commit: Brass & Sigil monorepo
Self-hosted Minecraft modpack distribution + administration system.

- launcher/  Avalonia 12 desktop client; single-file win-x64 publish.
             Microsoft auth via XboxAuthNet, manifest+SHA-1 mod sync,
             portable install path, sidecar settings.
- server/    brass-sigil-server daemon (.NET 8, linux-x64). Wraps the
             MC subprocess, embedded Kestrel admin panel with cookie
             auth + rate limiting, RCON bridge, scheduled backups,
             BlueMap CLI integration with player markers + skin proxy,
             friend-side whitelist request flow, world wipe with seed
             selection (keep current / random / custom).
- pack/      pack.lock.json (Modrinth + manual CurseForge entries),
             data-only tweak source under tweaks/, build outputs in
             overrides/ (gitignored).
- scripts/   Build-Pack / Build-Tweaks / Update-Pack / Check-Updates
             plus Deploy-Brass.ps1 unified one-shot deploy with
             version-bump pre-flight and daemon-state detection.
2026-05-05 00:19:05 +01:00