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capsule's Introduction

Capsule mod by Lythom

CircleCI

Bring your base! Capsules can capture a region containing any blocks or machines, then deploy and undeploy at will. Inspired by Dragon Ball capsules.

Mod page and downloads

https://minecraft.curseforge.com/projects/capsule

Wiki

https://github.com/Lythom/capsule/wiki

Changelog

1.16.5-5.0.70 : Directional capture base

  • Capture Base are now directional and work as dispensers.
  • New visual for capture base, it will continue pointing north
  • Change the recipe of the capture base to be based on dispenser

1.16.5-5.0.66 : The 1.16.5 beginning

  • Upgrade to 1.16.5
  • Update all built-in templates (rewards, blueprints, startes). They are the same but recaptures in latest nbt format.
  • Known issue/WIP: Capture base is now supposed to work as a dispenser but is still WIP

1.15.2-4.0.60 : Fixes and tags

1.15.2-4.0.52 : Preview performance improvement

  • Added a time budget limit to render the full preview. If the full preview cannot be consistantly rendered it will auto-switch to wireframe render which is a lot faster.

1.15.2-4.0.51 : Improved preview and client-side download of template

  • Improved rendering: the full blocks are rendered in the preview and not only the wireframes
  • New command ! /capsule downloadTemplate allows you download the template of the capsule you are holding in hand locally in <instance_folder>/capsule_exports. No permission is required to download template from a server as long as you have the capsule in hand and have previewed it once without deploying.
  • Add new empty capsule recipes for some common modded ores (based on the one supported by thermal fundation). So you now get copper, invar, lumium, enderium and more recipes to craft empty capsules.
  • Fix entities rotation we deploying (minecarts, items frames, armor stands, etc.)

1.15.2-4.0.40 : The 1.15 Update

Template from previous versions might (or might not) work ! There are some holes in the minecraft datafixer when upgrading structures 1.12 β†’ 1.15 so rememeber to do backups before you try =)

  • Port capsule from 1.12 to 1.15, it was awfully long and painfull and I hope minecraft team calm down with breaking changes xD
  • New FX for capture zone display
  • Thank you Zerus (on Discord) for the help with testing!
  • 1.15 Update details :
    • Update the TemplateManager storing logic to ensure vanilla structure blocks compatibility
    • Update config to match new system (from cfg to toml), the new capsule-common.toml config file should be even better and documented enough to be understood.
    • Update recipe registration, recipes should now be overridable using datapacks
    • Udpate recipes logic to match new interfaces and Serializer system
    • Update capsule item registration, rendering and logic for empty cpasules, linked capsule, blueprints, one-use and reward capsules
    • Update the prefab dynamic recipes system, it remains the same: put nbts in config/capsule/prefabs and enjoy the blueprint recipes being dynamically generated for you with matching template associated. Recipe template configurable in config/capsule/prefab_blueprint_recipe.json.
    • Update block registration, rendering and block-properties logic.
    • Update networking code
    • Update the command system to match reworked vanilla system
    • Update client/server logic
    • Update GUI code for relabelling capsules
    • Update rendering code to work with vanilla refactors
    • Update lang files to match new format
    • Update projet structure to match forge new expectations
    • Rename all variables that were renamed from forge and minecraft
  • Some starters and reward templates broke so I updated them, tell me if some of them are still to be fixed! (β†’ Discord)
    • Remove 3rd party blueprints (immersive ingeneering and addons) because they are not compatible anymore and most be redone
  • Add licence.md, stating from the repository the project in licenced under MIT License terms (it was already stated in curseforge, no change here).
  • Wrote (and went through) a full test campaign to ensure mod quality : #33

1.12.2-3.3.7 : Fix deployment can create network overflow

  • [Community report] Fix: deploying was flooding item nbt with occupiedPositions informations if a big capsule was deployed in dense non-air environment (ie. under water). This fix saves occupiedPositions in the template files instead of nbt data to prevent any network transmission of this data. Thanks to Kazahm on Discord.
  • [Community report] Allow whitelisted tile entities to be rotated in standard capsules. It uses the blueprint whitelist: config/capsule/blueprint_whitelist.json. See docmentation at https://github.com/Lythom/capsule/wiki/Modpack-making#whitelist). Thanks to MFWalter on Discord.

1.12.2-3.3.5 : Disable starters config

  • [Submissions] Add some player submissions as default loots! Thanks Kam for new loots, Thanks Grade for new starters, Thanks heaven_k for new loot.
  • [Community suggestion] Add randomized starters. Default configuration is now to give a random starter instead of all starters in the folder. A new config entry as been added: starterMode which can take values "all", "random" or "none". Starters remains disabled if "starterTemplatesPath" configuration is empty. Thanks to happybandit360
  • [Community report] Fix server crash when starter fail to be delivered to the player. Thanks to LennartCockx
  • Fix blueprint undeploy sometimes not not matching properly when nbt is empty

1.12.2-3.2.103 : Disable starters config

1.12.2-3.2.102 : loot reward

  • [Community suggestion] Add configuration to force one-use capsules over precharged blueprint as dungeon chests loots. Thanks to TheQKnight.

1.12.2-3.2.101 : recipe fix

1.12.2-3.2.100 : Modpacker's daydream update

First an update notice:

  • some incompatible mods have been identified and added to configuration, please remove the excludedBlocks and opExcludedBlocks entries in your config/capsule.cfg so that they regenerates. Sorry gregtech machines, superfactorymanager and refined storage, you can't go into capsules.
  • New loot included! Remove the config/capsule/loot folder to generate the new loots !

Now the cool stuff!
New options for modpack makers!

  • You can give the player recipes for pre-configured blueprint.
    • Once the blueprint is crafted (ie. Immersive Engineering Arc Furnace blueprint), the player only have to gather the materials to be able to deploy the structure.
    • Rotation, mirror and undo are possibles so it makes it very easy to try and place correctly a multiblock.
    • Any structure can easily be added as pre-configured blueprint, recipes are generated automatically! See https://github.com/Lythom/capsule/wiki/Modpack-making#add-a-preconfigured-blueprint for more information.
  • You can give the player starter(s) preloaded caspule.

Full changelist and fixes :

  • Add rotation and mirror to standard capsule if their content support it (ie. basic block or whitelisted tile entity).
  • Add starter capsule mechanic and a default starter.
  • Add new loots ! Remove the config/capsule/loot folder to get the new ones !
  • Add Loot now can be charged (pre-filled) blueprints instead of one use capsules.
  • Add preconfigured blueprint recipes. Check JEI for blueprints ! Blocks used in the structure are given back.
  • Add Immersive engineering, Immersive Tech and Immersive Petroleum multiblocks as preconfigured blueprint (only when the mod is loaded).
  • Add a few vanilla based preconfigured blueprints.
  • Add a whitelist mechanic to allow more blocks to be used in blueprints.
  • Add fluid support in blueprints (only through buckets for now).
  • Add giveBlueprint command.
  • Add giveLinked command.
  • Add optional "playerName" argument to all relevant commands to give any kind of capsule to any player.
  • Improve tooltip display for all capsules..
  • Revert forge version dependency to latest recommended (14.23.5.2768).
  • Blueprints capsule can now be crafted not only from standard capsule but also from reward, recovery and other blueprint capsules.
  • Recovery capsule recipe is shapeless again.
  • Improve JEI recipes and descriptions.
  • Update excludedBlocks for newly discovered incompatibilities. please remove the excludedBlocks and opExcludedBlocks entries in your config/capsule.cfg so that they regenerates.
  • Fix a bug where ":" in the label of a reward would mess the structure file location.
  • Fix entity rotation (ie. item frames or armor stands)

1.12.2-3.2.91 : Builder's daydream update

New options for builders ! Blueprints makes it fast to build patterned constructions like bridges, walls, or dungeons with the ability to deploy a template using materials from chest or player inventory. The template can be rotated and mirrored to fit any situation !

  • New type of capsule : the blueprint ! Allow to deloy several times the same template using materials from any kind of chest or from player inventory.
    • Blueprint copies the template of the capsule they are crafted with. Original capsule is not consumed.
    • Blueprint allows rotation and mirror of the structure using left click and sneak + left click.
    • Blueprint are recharged using left click in the air.
    • Last blueprint deployment can be undeployed as long as the blueprint is not recharged and the deployed blocks has not been modified.
    • Unlike standard capsules, blueprints are limited to non-entities blocks. Ie. torches, doors and redstone wires are allowed but chests, furnaces or paintings will be ignored in the blueprint template.
  • [Community suggestion] Add particles on deploy and undeploy. #9.
  • [Community suggestion] Add optional "player" argument to fromExistingReward and fromStructure commands. It makes it possible to configure vending machines or structure blocks to give a specific template to a secific player. #11.
  • [Community suggestion] Players don't prevent deployment anymore, instead the player is teleported to the deployed structure nearest floor.
  • Add a new starter capsule of size 1 that only requires wood to be used.
  • Add new capsules sizes: 3 (iron), 5 (gold), 7 (diamond), 9 (obsidian) and 11 (emerald).
  • Add instant mode for blueprints and capsules of size 1 : they continuously display content preview and deploy instantly on right click.
  • Add recipe to clear a deployed capsule: deployed content stays in the world and the capsule become empty again.
  • Improve preview of capsule deployment: deployment can be previewed from further away and similar blocks are displayed together.
  • Fix capsule size configuration ignored. 0 or negative value will not correctly disable the capsule, and any positive integer will be used by the recipe.
  • Migrate recipe system to 1.12 json recipes. It allows via resource pack to override or add recipes for empty capsules, upgrade ingrendients, recovery capsule, blueprint capsule.
  • [Experimental] Add schematic support for reward capsules. You can creat reward from .schematic files in the reward folder.
  • [Experimental] Automatically infer configuration for overridable blocks of other mods. Blocks whose name include "leave", "sapling", "mushroom", or "vine" will be automatically added to overrideable list.
  • Raised the max capsule size hard limit to 255 (from 31). Default configuration allows capsules to be upgraded up to 31. It is not advised to go bigger since the performance hit for the server can be important, but it can be used to offer the player bigger structures as reward for example.
  • Fix trying to undeploy near max height limit will correctly prevent deploy.
  • Fix loot files name (lowercase only).
  • Update JEI recipes and "information" tab for each kind of capsule.
  • Update forge to 1.12.2-14.23.5.2781
  • Update JEI API to 1.12.2-4.15.0.268

1.12.2-3.1.68 : Important bug fix

  • Fix error when capsule thrown by non player entity (ex: dropper)
  • Update forge to 1.12.2-14.23.3.2655
  • Update 1.12.2-3.1.68 README

1.12.2-3.1.63 : Water and loot fine tuning

  • New Water behaviour : Capsules now deploys on surface of water (or liquids), unless the thrower is immerged in the liquid itself.
  • Add configurable loot tables. A new entry in the config file (lootTablesList) allows to configure where reward capsule will spawn.
  • Remove gameplay/fishing/treasure from default loot tables (can be re-added trough config).
  • Update forge to 1.12.2-14.23.0.2550
  • Update JEI API to 1.12.2-4.8.0.114

1.12.2-3.1.57 : Chinese and Bug fixes

  • Add chinese translation (Thanks to 0nepeop1e)
  • Fix a bug where the content of the capsule would not be saved if modified in another dimension
  • Fix logic to load content from older version of structure blocks

1.12.2-3.1.66 : template naming on linux servers

It is required that template names are lowercase to work in a linux environment, this applies to all version of capsule.

  • Change default templates names to be lowercased.
  • Change Reward capsule to use capitalized file name as label. Ex: "small villager house.nbt" will give a "Small Villager House" capsule.

1.12.2-3.1.48 : sound and Bug fixes

Upgrading: If you upgrade from an older version, you will not have loot in dungeon chest by default. To get them back: remove config/capsule.cfg (to generate a new default config) and remove folder /config/capsule/loot.

  • Add sounds for activation, deactivation, throw, deploy and undeploy actions
  • Looting system change ! All loots from dungeon chests are now taken from /config/capsule/loot (and not more from the jar assets). The default loots or copied there the first time the folder are created.
  • Change versionning number to follow minecraftforge guidelines (without API)
  • Fix excluded blocks (modded) that would not be actually excluded during capture

1.12.2-1.5.39 : 1.12.2 Update

  • Update forge to 1.12.2-14.23.0.2550
  • Update JEI API to 1.12.2-4.8.0.114
  • new default path to capsule files in save folder : /structures/capsule (previously "/capsules")
  • new default path to capsule files for loots : /assets/capsule/loot/ and /config/capsule/loot/ (previously "/capsules")
  • new default path to capsule rewards /config/capsule/rewards (previously "/capsules")
  • Recipes updates to use the new json system when possible. Warning: Size of capsules from crafting is now defined in the json recipe, not in the config.

1.11.2-1.4.0 : 1.11.2 Update

  • Update forge to 1.11.2-13.20.1.2530
  • Update JEI API to 1.11.2-4.5.0.294

1.10.2-1.3.0 : The multiplayer friendly update

  • Add grieffing protection for bother capturing and deploying (check if the player could place / harvest block manually)
  • Fix activated capsule being thrown by non-player (dispenser and dropper can now deploy an activated capsule)
  • Improve previewed capsule throw trajectory
  • Improve resilience: blocks crashing when manipulated will be ignore during the capture + error log but no crash or interruption of the capture
  • Update forge to 1.10.2-12.18.3.2511
  • Update JEI API to 1.10.2-3.14.7.420

1.10.2-1.2.0 : The Big 1.10.2 update : the modpack maker update : the Structure blocks update

  • Now uses structure blocks mechanics and file format to store capsule content.
  • Compatible with structure blocks (a structure template can be converted into capsule and a capsule can be load from structure block).
  • Add a preview of the future content deployment when the capsule is activated. Red wireframes indicates the deploy will fail.
  • The capsule will always deploy exactly where is was previewed.
  • Recipes tweaks, see NEI or wiki for new recipes (https://bitbucket.org/Lythom/mccapsule/wiki/Home).
  • Visual changes on blocks and items.
  • One use Loot capsules now appears in dungeon chests.
  • Add tools for modpack makers. See https://bitbucket.org/Lythom/mccapsule/wiki/Modpack%20maker%20How%20To's.
  • Fixes :
  • Fix enchantment registring to match latest forge pratices.
  • Fix preview rendering for capturing and undeploying
  • Fix undeploying from another dimension

NOT BACKWARD COMPATIBLE with any previous version of the mod : backup, deploy all your capsule contents, and destroy all your capsules items before updating from a previous version.

1.9.4-1.1.8 : BugFix fix

  • Fix #9 - Enchantment "Recall" not anymore present on every item whatever the config
  • Default config now allow Recall only on capsules (see config file for more options)

1.9.4-1.1.7 : Compatibility fixes

  • Fix #5 - Mod crashing when CapsuleItem.getItemStackDisplayName is called server-side

1.9.4-1.1.6 : Update for 1.9.4 version of forge + JEI integration + new recipe

  • Update for forge 1.9.4 (thank you @Walter Daniel for the help =) )
  • Add JEI integration with descriptions and special recipes (recovery, upgrade, clear)
  • Add a new recipe to clear the content of a capsule (to allow upgrades and new recaptures of existing capsules)

1.9-1.1.5 : Update for forge 12.16.1.1887

  • Update Capsule mod for forge 1.9 - 12.16.1.1887 (recommanded)

1.9-1.1.4 : Transfer logic rework

  • Rework transfer algorithm to force transfer without block update logic being executed during the move
  • Fixes bug with dependants blocks (torches on top of wall, doors powered by redstone) that would not be kept correctly during the transfer

1.9-1.1.3 : Fix recovery capsule recipe

  • Fix recovery capsule recipe

1.9-1.1.2 : Minor fixes

  • Transfert logic fix

1.9-1.1.1 : Migrate to 1.9 + more configuration options

  • Update to minecraft forge 1.9
  • Offhand currently not able to throw capsules
  • Fix weird behaviour when teleporting to capsule dimensions with creativePlayer2CapsuleTP
  • Visually lighten capsule dimension

1.8-1.1.0 : Migrate to 1.8.9 + more configuration options

  • Add item "Capsule : overpowered" crafted with a nether star instead of ender pearl. Overpowered capsule as a different "excluded blocks" config (to allow more blocks to be captured).
  • Add a recipe to upgrades empty capsules capacity (surround with 8 ender pearls). Number of upgrades can be configured, default 5.
  • Add Configuration options for default capsules sizes

1.8-1.0.3 : Bugfixes : capsule content messing up after server restart + network error with large payload

  • Fix : capsule content messing up after server restart (last available storage space was not retrieved correctly after server restart)
  • Fix : network payload error with big custome capsules

1.8-1.0.2 : Capsule labeling fix + configurable overridable and excluded blocks

  • Add overridable and excluded blocks in config files. You can now choose is you want this spawner to get captured =)
  • Improve feedback when an entity prevent the capsule from deploying. Ex: "Can't deploy : in the way !"
  • Fix label taking only the first letters when edited.
  • Fix some block states (ie. some flowers) that would not get overriden on deploy and prevent the capsule from deploying.

1.8-1.0.1 : Dedicated server fix + various bug fixes

  • Downgrade minecraftforge dependency to recommanded version (11.14.3.1450). Still compatible with latest version.
  • Allow the mod to run on dedicated server
  • Fix encoding for the capsule label quotes
  • Fix mobs not preventing capsule to deploy

1.8-1.0.0 : Initial release

Items :

  • capsule item (iron, gold and diamond)
  • creative player2Capsule teleporter

Blocks :

  • captures base

Planned

  • Capsule shirts, Capsules banner logo (idea of AlexisMachina)

capsule's People

Contributors

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Stargazers

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Watchers

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capsule's Issues

Add blueprint oredictionary feature

A blueprint would look at a compatible item instead of the reference item for a block if there is not enough of the reference item in the inventories.

  • Create a new compatibility list for blueprints in the config/capsule folder
  • Consume either the reference or compatible item when spawning the structure
  • The spawned block will always be the reference block of the template, so technically it will introduce a conversion.

[Enhancement] Some way to make duplicate structure capsules in a balance-friendly way.

I had this idea a while back when I was playing on a modded server with some friends, I wondered if I could make money (it was a competitive server) by selling them prefabricated machines, shelters, etc. If there was a machine that would take a filled capsule on one side as a template, and would take account of all the blocks, it could accept the items needed to make a copy of it in another capsule. Allowing you to make multiple copies of structures assuming you have the supplies you would need to construct them. It just helps with building similar structures repeatedly.

IC2

Does this not work with IC2? I've tried OP and diamond with no luck. running 1.12.2

Capsule creates ghost items when fast moving items on recipe

Reported on discord: https://discord.com/channels/385059835206565889/781176112512106556/819380114625790022

Aeonian: Hey @Lythom nice job on the port, I love this mod. I believe I have found a bug. I have removed all other mods and narrowed it down to capsule only.

When I put things in a crafting table, there's a random chance that any items I put in the crafting grid with end up creating a separate stack of items that don't stack with one another. because it appears to be random, the best way to recreate this is to just take pretty much any stackable item, and spam hold left / right click all over the crafting grid.

I am running 1.16.4-forge-35.1.37
The mods version is Capsule-1.16.4-5.0.55

If I can, I will also provide a GIF to show what the issue is.

Hope this helps.

image

Test campaign for 1.15.2

Qualify the 1.15.2 build of capsule

This test campains describe what should be tested in the capsule mod to ensure all the features are working as expected.

It can sometime use internal or technical naming of capsules, to understand the general vocabulary,
please check the first paragraphs of https://github.com/Lythom/capsule/wiki/Modpack-making
Also use this modpack-making wiki page to get information on how to create things not mentionned at https://github.com/Lythom/capsule/wiki. It is not updated for everything 1.15 but should help.

Some additional information:

  • linked or undeployed capsule (depending on it's current state) refers to standard capsules
  • Preconfigured blueprint = Prefab
  • One-use Capsule == Recovery Capsule
  • One-use Capsule and Reward Capsule are almost the same (destroyed at deploy), they differ by where they take the template:
    • a reward will always work taking the structure from a config/capsule/reward template, and keep the nbt file intact (can be rewarded several times);
    • a one-use is linked to an standard capsule content and will empty the template on deploy (like if the standard capsule were deployed).

Some tests requires JEI, you can include in version 6.0.3.15 in your mods folder: https://www.curseforge.com/minecraft/mc-mods/jei/files/3039710.

Items

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Empty capsule

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  • Empty Wood, Iron, Gold, Obsidian, Diamond, Emerald and OP capsules recipes are visible in creative tab and in JEI
  • Empty Capsules have an information tab in JEI explaining how they work
  • Empty Capsules have informations in the item description (mouse hover in inventory) explaining how they work
  • Empty Capsules can be dyied by crafting it with one or severals dyies
  • Empty Capsules can be upgraded (https://github.com/Lythom/capsule/wiki#upgrading) several times with chorus fruits (up to 10 times with default config)
  • Empty Capsules can be enchanted with "Recall" enchant (https://github.com/Lythom/capsule/wiki#recall)
  • Upgrade recipe is disabled if config is capsuleUpgradesLimit = 0
  • Upgrade recipe works once if config is capsuleUpgradesLimit = 1
  • Upgrade recipe works 24 times if config is capsuleUpgradesLimit = 24
  • Empty Capsules cannot be re-labelled using shift+right click

Linked capsule

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Linked capsules are capsule that have content but that are undeployed: their content is inside.

  • Linked Capsules have an information tab in JEI explaining how they work
  • Linked Capsules have informations in the item description (mouse hover in inventory) explaining how they work
  • Linked Capsules can be died by crafting it with one or severals dyies
  • Linked Capsules can be cleared by crafting it alone in the inventory crafting grid, a one-use capsule is given back
  • Linked Capsules cannot be upgraded (https://github.com/Lythom/capsule/wiki#upgrading)
  • Linked Capsules can be enchanted with "Recall" enchant (https://github.com/Lythom/capsule/wiki#recall)
  • Linked Capsules can be re-labelled using shift+right click
  • Right click to preview deployment, the left click to rotate while the preview is visible
  • The preview rotates (90, 180, 270, then 0)
  • Right click to preview deployment, the shift + left click to rotate while the preview is visible
  • The preview mirrors and all of the mode are available (FRONT_BACK, LEFT_RIGHT, no mirror)

Deployed capsule

Deployed capsules are capsule that have a linked content but that content is deployed in the world.

  • ← Check when this section is tested
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  1. Create a linked capsule with a few blocks and deploy it.
  • Deployed Capsules have an information tab in JEI explaining how they work
  • Deployed Capsules have informations in the item description (mouse hover in inventory) explaining how they work
  • Deployed Capsules can be died by crafting it with one or severals dyies
  • Deployed Capsules can be cleared by crafting it alone in the inventory crafting grid, only the empty capsule crafted
  • Deployed Capsules cannot be upgraded (https://github.com/Lythom/capsule/wiki#upgrading)
  • Deployed Capsules can be enchanted with "Recall" enchant (https://github.com/Lythom/capsule/wiki#recall)
  • Deployed Capsules can be re-labelled using shift+right click
  • Right click β†’ The content is put back in the capsule and removed from the world.

Recovery capsule

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  • Recovery Capsules can be crafted from a standard linked capsule (https://github.com/Lythom/capsule/wiki#backup)
  • Recovery Capsules recipes are visible in creative tab and in JEI
  • Recovery Capsules have an information tab in JEI explaining how they work
  • Recovery Capsules have informations in the item description (mouse hover in inventory) explaining how they work
  • Recovery Capsules can be died by crafting it with one or severals dyies
  • Craft a recovery, throw the recovery, check the original capsule content as been emptied
  • Recovery Capsules cannot be upgraded (https://github.com/Lythom/capsule/wiki#upgrading)
  • Recovery Capsules cannot be cleared by crafting it alone in the inventory crafting grid
  • Recovery Capsules cannot be enchanted with "Recall" enchant (https://github.com/Lythom/capsule/wiki#recall)
  • Recovery Capsules can be re-labelled using shift+right click
  • The preview mirrors and all of the mode are available (FRONT_BACK, LEFT_RIGHT, no mirror)
  • Right click β†’ The content is deployed and the capsule is destroyed

Blueprint capsule

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  • Blueprint Capsules recipes are visible in creative tab and in JEI
  • [x ] Blueprint Capsules have an information tab in JEI explaining how they work
  • Blueprint Capsules have information in the item description (mouse hover in inventory) explaining how they work
  • Blueprint Capsule can be crafted from a linked capsule
  • Blueprint Capsule can be crafted from an other blueprint capsule
  • Blueprint Capsule can be crafted from a one-use capsule
  • Blueprint Capsule can be crafted from a reward capsule
  • Blueprint Capsules can be died by crafting it with one or severals dyies
  • Blueprint Capsules can be changed using a linked capsule
  • Blueprint Capsules can be changed using an other blueprint capsule
  • Blueprint Capsules can be changed using a one-use capsule
  • Blueprint Capsules can be changed using a reward capsule
  • Blueprint Capsules cannot be upgraded (https://github.com/Lythom/capsule/wiki#upgrading)
  • Blueprint Capsules cannot be enchanted with "Recall" enchant (https://github.com/Lythom/capsule/wiki#recall)
  • Blueprint Capsules can be re-labelled using shift+right click
  • Blueprint Capsules cannot be cleared by crafting it alone in the inventory crafting grid
  • Blueprint Capsules can be recharged (left click while uncharged) using material from player inventory only
  • materials from player inventory is consumed
  • Blueprint Capsules can be linked to an inventory (shift + right click on inventory)
  • The linked inventory is highligthed when the blueprint capsule is in hand
  • Blueprint Capsules can be recharged (left click while uncharged) using material from linked inventory only
  • materials from linked inventory is consumed
  • Blueprint Capsules can be recharged (left click while uncharged) using material shared between player and linked inventory
  • materials from both inventories are consumed

blueprint world recharge

  • ← Check when this section is tested
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  1. create and deploy a blueprint that contains a dispenser and a few blocks
  2. remove a block from deployed content
  3. right click in air to try to undeploy and recharge from world blocks
  • The content is not captured back
  • A chat message tell the player that the structure don't match the blueprint
  1. Place back the block anywhere in the blueprint area but not at it's original location
    4b. right click in air to try to undeploy and recharge from world blocks
  • The content is undeployed and the capsule is recharged
  1. deploy the structure again
  2. add any item in the dispenser
  3. right click in air to try to undeploy and recharge from world blocks
  • The content is not captured back
  • A chat message tell the player that the structure don't match the blueprint
  1. remove the item from dispenser
  2. right click in air to try to undeploy and recharge from world blocks
  • The content is undeployed and the capsule is recharged

Whitelist

  • ← Check when this section is tested
View test tasks
  1. Remove the "minecraft:chest" line from config/capsule/blueprint_whitelist.json
  2. Place a chest + dirt block + note block and change the tune of the note block
  3. Capture using a standard capsule
  4. Craft a blueprint from that standard capsule
  • A message in chat appears and tell the player the chest block couln't not be included
  1. in survival mode, Recharge the blueprint by having a dirt block and a note block in player inventory
  2. deploy
  • The deployed note block have the same pitch as the captured one

Prefabs

  • ← Check when this section is tested
View test tasks

Create a reward: https://github.com/Lythom/capsule/wiki/Modpack-making#create-a-reward-capsule

  1. Create a reward with one iron block, name it "iron"
  2. Create a reward with 2 iron blocks and 2 gold blocks, name it "iron_gold"
  3. Create a reward with 2 iron blocks, 2 gold blocks and 2 diamond blocks, name it "iron_gold_diamond"
  4. Create a reward with 2 iron blocks, 2 gold blocks, 2 diamond blocks and 2 lapis blocks, name it "iron_gold_diamond_lapis"
  5. Add all the template created from config/capsule/rewards/<structure_name>.nbt into config/capsule/prefabs/
  6. Restart minecraft, start a game, look in JEI
  • There is a blueprint capsule recipe "Iron" that takes an iron block to craft
  • When crafted, iron block used in the recipe is given back
  • There is a blueprint capsule recipe "Iron Gold" that takes an iron block and/or a gold block to craft
  • There is a blueprint capsule recipe "Iron Gold Diamond" that takes an iron block, a gold block and/or a diamond to craft
  • There is a blueprint capsule recipe "Iron Gold Diamond Lapis" that takes 1 to 3 ingredients out of the four blocks, among an iron block, a gold block, a diamond to craft and a lapis block

Blocks

  • ← Check when this section is tested

Capture Base

  • ← Check when this section is tested
View test tasks
  • The capture base is visible in creative tab
  • The capture base is visible in JEI, the recipe is accessible, the info tab explains how it works
  • The capture base have a 3D model in game
  • The capture base have a 3D item model in hand
  • The capture base is displayed illuminated when the player have an empty capsule in hand, with a wireframe on its top

Preview

  • ← Check when this section is tested
View test tasks
  1. create a structure with a line of dirt and a column of stone in a standard capsule
  2. capture the structure
  3. right click once and point at the ground
  • A wireframe preview of the structure appears, the line is displayed as one long box and the column is display as one other long box

Translations

  • set the game in english, all capsule translations are in english.
  • set the game in french, all capsule translations are in french.

Commands

  • ← Check when this section is tested
    Commands requires op permissions (ie. start game in creative or enable cheats)

giveEmpty

  • ← Check when this section is tested
View test tasks

https://github.com/Lythom/capsule/wiki/Commands#giveEmpty

  • size 1 gives a capsule that work with instant mode (no throw when deploying)
  • size 30 gives an empty capsule of size 29
  • size 31 gives an empty capsule of size 31
  • overpowered being omitted gives a standard capsule
  • overpowered being true gives an op capsule
  • overpowered being false gives an op capsule

giveLinked

giveBlueprint

exportHeldItem

exportSeenBlock

fromHeldCapsule

fromStructure

fromExistingReward

giveRandomLoot

reloadLootList

setBaseColor

setMaterialColor

setAuthor

Features

  • ← Check when this section is tested

starters

  • ← Check when this section is tested
View test tasks

Create a reward: https://github.com/Lythom/capsule/wiki/Modpack-making#create-a-reward-capsule

  1. Create a reward with one iron block, name it "iron"
  2. Create a reward with 2 iron blocks and 2 gold blocks, name it "iron_gold"
  3. Remove all files from config/capsule/starters/
  4. Add the template created from config/capsule/rewards/<structure_name>.nbt into config/capsule/starters/
  5. in config/capsule-common.toml, configure starterMode = "all"
  6. Start a new game (no restart required, config should auto reload starters when changed)
  • The player is given a "Iron" and a "Iron Gold" capsules that match the created rewards.
  1. Leave to main menu and re-enter the same game, no new starters are given and previously given starters are still there
  2. Leave to main menu, in config/capsule-common.toml, configure starterMode = "random"
  3. Start a new game
  • The player is given either the "Iron" or the "Iron Gold" capsule.
  1. Leave to main menu, in config/capsule-common.toml, configure starterMode = "none"
  2. Start a new game
  • The player is given no capsules at all.

deploy

  • ← Check when this section is tested

instant

  • ← Check when this section is tested
View test tasks
  1. Craft an empty wooden capsule of size 1
  • The description should mention the instantaneous mode
  • Any block can be captured without capture base
  • The block captured can be deployed instantly without throwing the capsule

overridableBlocks

  • ← Check when this section is tested
View test tasks
  1. Check in config/capsule-common.toml that overridabledBlock contains an entry for "minecraft:grass"
  2. Start a new game, deploy the capsule in a grass field
  • The grass is removed and replaced by the blocks of the starter
  1. use bonemeal to grow some grass in the starter area
  2. undeploy
  • The grown grass is undeployed within the capsule
  1. deploy in a clear area
  • The grown grass is deployed
  1. note the exacted deployed location, undeploy the capsule
  2. put a stone block where the grown grass is supposed to be deployed
  3. deploy the capsule at the exact previous location
  • The deploy works and grown grass that were inside the capsule is not deployed (removed)

transdimentional

View test tasks
  • ← Check when this section is tested
  1. Deploy a starter in the overworld
  2. move to nether using a nether portal
  3. undeploy the starer (located in overworld) and deploy it in the nether
  • The starter is entierly present in the nether deployment

transdimentional 2

  • ← Check when this section is tested
View test tasks
  1. Create a capsule of size 3 (iron capsule) and capture one gold block inside
  2. Activate the linked capsule and throw it throw a nether portal
  3. enter the portal
  • The gold block is deployed and the capsule is on the ground
  1. Redo the exact same scenario but enchant the capsule with recall
  • [if the nether is chunkloaded] - [ ] The gold block is deployed in nether just after the throw and the caspule get back in thrower hand
  • [if the nether is not chunkloaded] - [ ] The gold block is deployed in nether when entering the portal and the caspule get back in thrower hand

underwater

  • ← Check when this section is tested
View test tasks
  1. Move underwater in a sea and deploy a starter there
  • The capsule is deployed on the sea ground
  1. Unploy then get out of water a throw the capule on top of water
  • The capsule is deployed over the sea level

automated

  • ← Check when this section is tested
View test tasks
  1. Setup a dispenser to point vertically, put a button on it
  2. Do quickly: activate a starter capsule, put the capsule inside the dispenser, click the button to trigger the dispenser
  • The capsule is thrown and deployed on top of the dispenser

initial capture

  • ← Check when this section is tested
View test tasks
  1. place a capture block
  2. craft an empty iron capsule
  • While the empty capsule is in hand, a white wireframe appear on top of the capture block
  1. place an iron block and a gold block in the capture area
  2. activate (r-click) and throw (r-click again) the capsule near the capture base
  • The content disappear and a linked capsule is drop on the floor

excludedBlocks

  • ← Check when this section is tested
View test tasks
  1. in creative, put end portal frame block and a bedrock on top of a capture base
  2. try to capture it with an empty iron capsule
  • The end portal frame block stays in place
  • The bedrock block stays in place
  • the linked capsule contains nothing
  1. try to capture it with an op capsule
  • The end portal frame block disappear
  • The bedrock block stays in place
  • the linked op capsule contains the end portal frame block

Relabeling

  • Label of any linked, deployed, blueprint, one-use and reward capsules can be edited.

Dynamic prefabs recipes

  • ← Check when this section is tested
View test tasks
  1. Add nbt files in "config/capsule/prefabs"
  • Recipes should be automatically generated to craft this prefab

Loot

  • ← Check when this section is tested
View test tasks
  1. In config, cange lootTablesList to only ["minecraft:chests/desert_pyramid"] and loot.lootTemplatesPaths to have only
[[loot.lootTemplatesPaths]]
    path = "config/capsule/loot/rare"
    weight = 2
  • Find a desert pyramid in creative on a standard world and check the chest contains a rare loot.
  • Find an underground dungeon in spectator mode, switch back to creative and look in the chest, there should be no capsule.
  1. remove your capsule-common.toml file in config folder to reset the config to default for other tests.

Data packs

  • Upgrade recipe can be changed using an asset pack to use another item. JEI recipe is updated accordingly

See how capsule could play together with davinci vessel

Currently :

  1. deploy the ship
  2. assemble it and move it
  3. undeploy the capsule (will be filled with air because the ship is no more here)
  4. deploy the capsule where you want to land
  5. land and disassemble the ship in the capsule area (if you keep the capsule in hand it should remains displayed)
  6. undeploy

ideas :

  • would it be possible to mount a droper / dispenser on the ship that could be triggered under the ship when landing to deploy the fill-with-air capsule and setup the landing area ?

[Suggestion] Configurable fishing capsule-loot chance

Title, I've noticed that every time a treasure type item is generated while fishing , a capsule is also generated. Do you think it would be possible to make a configurable chance of this occurring instead, or a config option such that fishing loot can be disabled entirely (but chest/dungeon capsule loot is fine)?

In the pack I am working on, fishing loot gives capsules far too frequently for my liking, especially at high luck. I would like to tone this down without disabling dungeon loot at the same time.

Thank you for your time!

Immersive Engineering Pumps not capsuling/blueprinting properly.

Minecraft: 1.12.2
Version: Capsule 1.12.2-3.3.11, Immersive Engineering 0.12-98
Pack: Manufactio 1.33b

Immersive Engineering pumps will capture and blueprint, but will not deny the ability to rotate the capsule.
This is an issue as when the capsule is rotated, the faces of the pump will not rotate. This typically results in a non-functioning pump.

The North face of a pump will always face North, even when the capsule is rotated 180 such that it should now face South.

IE blueprints

Is there any way for the default capsule blueprints to recognize ore Dictionary specifically for the steel blocks?οΏΌοΏΌ

When attempting to fill them with thermal blocks it's needed to chisel them into the IE version first currently

Deploy error underwater

Big capsules can cause network error "Tried to read NBT tag that was too big; tried to allocate: 2097154bytes" if undeployed underwater. The cause is the capsule memorizing all existing block in place (not to recapture them with the content), but the amount of blocks is too big.

Config Being Ignored

I am trying stop new players of my modpack from having a ready made room capsule shoved into their inventory when they start a world. I have tried everything from clearing the folder contents, to deleting the folder, to changing the path name in the config to an empty folder. But it never fails... that capsule shows up on their hotbar when they load the world.

It seems to regenerate the folder section when the pack is first ran. So it only shows up when someone downloads and installs the pack for the first time. Once the pack is installed, if I change the config, it stays that, way and any worlds I start will not have the capsule in their hotbar.

[Suggestion] A smoke effect when deploying/recovering capsules would be awesome!

This mod is just fantastic, I love using it to bring small utilities when exploring or bringing entire bases with me. If there is only one thing I would love to see added, then it would be some kind of smoke effect when deploying capsules. It could be something very simple, but currently it can be somewhat underwhelming when you deploy a 5x5x5 with all kinds of machines inside.

Thank you and keep up the great work!

[Submission]

Here are a four loot rewards that could be added. One is a small house (I believe it's close to 7x7x7) that could be either used as a reward, or an alternative starter house (though tbh I really do like the original one you included, especially the second floor!). The other three were a odd thought I had - a medium, large, and crazy huge (for common, uncommon, and rare loot folders) - They contain a 3x3x3, 5x5x5, and 9x9x9 cube containing most of the vanilla ores and resources to reward a lucky player on finding them - coal, iron, redstone, lapis, gold, glowstone, nether quartz, diamond, emerald. The 3x3x3 cube has 3 of each, the 5x5x5 cube has around 16 of each, with more weight to iron and coal, and less to diamond, emerald, gold, and quartz. The 9x9x9 has 9 of each. Don't know if you might feel that's too cheaty, but I felt it might be a nice reward for players to stumble upon.

rewards.zip

Auto-test mod compatibilities

  • Create a system that will auto-test capsule capture / deployment

    • by automatically importing items and blocks from other mods ?
    • by manually giving an array of item ids to test
    • by providing a folder with prebuild capsules to spawn (mc structure block)
  • for each :

    • spawn (structure block or script) (check each block in the world matches the content of structure)
    • capture from capture base (check the created structure is ok + the capture base is now empty)
    • deploy (check the capsule is empty and the deployed structure matches the content of structure)
    • undeploy (same as capture)
  • Plug the system on CI

Immersive Engineering Waterwheel Blueprint requires too much Waterwheels

Problem

After creation of blueprint with IE Kinetic Dynamo and 3 IE Waterwheels, blueprint requires 63 IE Waterwheels instead of 3 Waterwheels.

Expected Behavior

Blueprint requires 3 IE Waterwheels

Actual Behavior

Blueprint requires 63 IE Waterwheels

Steps to Reproduce the Problem

  1. Build structure with IE Kinetic Dynamo and 3 IE Waterwheels
  2. Create Capsule with that structure
  3. Create Blueprint Capsule
  4. Left Click capsule list 63 missing IE Waterwheels instead 3

Specifications

  • Version of mod: 3.3.11

immersive engineering wire coils are not captured

i captured a multiblock structure (advanced bio gen from modularmachinery, in manufactio modpack), i had added wire connectors and relays on it, that were restored properly when deploying the capsule.

However

  • the wires connecting connectors/relays that are part of the captured area (used a 777 capsule and the multiblock with connectors was 5*5) were removed when captured but not restored on deploy.
  • the same happened for the wires that were not completely contained in the captured volume but this is more understandable

Incompatible w/ McMultipart

Minecraft v1.12.2
Forge v14.23.5.2838
EDX Multipart v1.1.1
McMultipart v2.5.3
Capsule v3.2.103

After adding a double slab smooth stone to the capsule, it failed to place the capsule contents. This is because EDX Multipart converts double slabs to McMultipart blocks to be able to combine different slabs into one block. Is McMultipart compatibility possible?

[20:13:05] [Server thread/ERROR]: Couldn't deploy the capsule
java.lang.NullPointerException: null
	at mcmultipart.util.MCMPWorldWrapper.<init>(MCMPWorldWrapper.java:59) ~[MCMPWorldWrapper.class:?]
	at mcmultipart.multipart.PartInfo.refreshWorld(PartInfo.java:145) ~[PartInfo.class:?]
	at mcmultipart.multipart.PartInfo.setState(PartInfo.java:118) ~[PartInfo.class:?]
	at mcmultipart.multipart.PartInfo.<init>(PartInfo.java:64) ~[PartInfo.class:?]
	at mcmultipart.block.TileMultipartContainer.readParts(TileMultipartContainer.java:387) ~[TileMultipartContainer.class:?]
	at mcmultipart.block.TileMultipartContainer.readFromNBT(TileMultipartContainer.java:295) ~[TileMultipartContainer.class:?]
	at capsule.structure.CapsuleTemplate.spawnBlocksAndEntities(CapsuleTemplate.java:475) ~[CapsuleTemplate.class:?]
	at capsule.StructureSaver.deploy(StructureSaver.java:267) [StructureSaver.class:?]
	at capsule.helpers.Capsule.deployCapsule(Capsule.java:144) [Capsule.class:?]
	at capsule.helpers.Capsule.handleEntityItemOnGround(Capsule.java:401) [Capsule.class:?]
	at capsule.items.CapsuleItem.onEntityItemUpdate(CapsuleItem.java:672) [CapsuleItem.class:?]
	at net.minecraft.entity.item.EntityItem.onUpdate(EntityItem.java:87) [acl.class:?]
	at net.minecraft.world.World.updateEntityWithOptionalForce(World.java:1993) [amu.class:?]
	at net.minecraft.world.WorldServer.updateEntityWithOptionalForce(WorldServer.java:832) [oo.class:?]
	at net.minecraft.world.World.updateEntity(World.java:1955) [amu.class:?]
	at net.minecraft.world.World.redirect$updateEntity$zbo000(World.java:4118) [amu.class:?]
	at net.minecraft.world.World.updateEntities(World.java:1759) [amu.class:?]
	at net.minecraft.world.WorldServer.updateEntities(WorldServer.java:613) [oo.class:?]
	at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:767) [MinecraftServer.class:?]
	at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:668) [MinecraftServer.class:?]
	at net.minecraft.server.integrated.IntegratedServer.tick(IntegratedServer.java:256) [chd.class:?]
	at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) [MinecraftServer.class:?]
	at java.lang.Thread.run(Thread.java:745) [?:1.8.0_51]
[20:13:06] [Client thread/INFO]: [CHAT] A technical error occured while using the Capsule Mod. Please check the server logs.

Loot structures missing

Tested in a new Minecraft instance, created and installed through the Twitch launcher, with only Capsule and JEI.

Minecraft 1.12.2
forge-14.23.1.2558
Capsule-1.12.2-1.5.39.jar
jei_1.12.2-4.8.5.132.jar

Loot capsules are found as expected, but none of the loot structures are generating. Any loot structure received has its name ("One Use "Small Villager House" Capsule"), is designed by ?, and has a size of -1 x -1 x -1. Deploying them shows a 1x1x1 deployment box and does not generate a structure.

A directory structure for capsules is present in config (/config/capsule/loot/common etc, /config/capsule/rewards) but there are no files in the directories. There is no /structures directory or /assets directory.

Sorry for the trouble! I really love this mod, and I thank you for making it.

Capture base don't give back it's item when broken

Reported by Zerus:
In capsule beta 1.15.2 with some mods on my server with oneblock map i added capsule mod it was working fine i found some bugs like u can still have water in nether using capsule but i placed capture base and then i breaked it with Red Morningstar its from projectE and ProjectEx and that base i didn't get it back i tried it again with iron pick and same thing happen so basically if u place capture base and then break it you don't get it back

Capsules made from structures with air blocks will delete surrounding blocks.

I have a number of capsules for multiblock machines. One such machine looks like this:

image

If I deploy it like so:

image

It will delete the sandstone/stonebrick blocks that fall inside the structure's area, rather than telling me those blocks are in the way:

image

I haven't tried it, but I imagine this can be prevented by /fill ing some structure voids into the air spaces before saving the structures, but I thought it bore mentioning. (Or, editing my existing .nbt files to change out the minecraft:air for minecraft:structure_void)

Strange interactions with dye

Mods:
Capsule-1.12.2-3.2.100
Ferdinand's+Flowers-1.12.x-1.10.4.1
JEI, Foamfix, TOP

Originally I spotted this issue with Ferdinand's but I've since come to realize this happens even with just capsule only and base minecraft dyes.

If you open a crafting table and place a stack of dye, sometimes, you'll get an output of another stack of dye, this new crafting recipe however is buggy on top of being unintended(?). When you craft the new dye, it only takes 1 item from the input stack. This is difficult to see if you only craft using a single item, but using an entire stack is the bug is obvious.

Dyes that this happens with:
minecraft:
cocoa beans -> Ink sac
Ferdinand's flowers:
Blue flower dye -> Light blue flower dye
Orange flower dye -> Dark red flower dye

Server crashes when adding capsule mod.

I recently started playing a new modpack based on enigmatica 2, with some extra mods added.
I wanted to add the capsule mod too (I used it to store builds from previous modpacks), but the game crashes as soon as I try to load a map (the game boots to the main menu without issues)

I'm not certain if this is caused by the capsule mod or another mod that makes changes which cause a conflict. Removing the capsule mod resolved the issue.

Full crashlog:
https://gist.github.com/LennartCockx/96191b9e6f01d18f378db98f1adad46d

[Suggestion] make one-use capsule copyable

I want to put some beautiful building into one-use capsule and
put these capsules to shop

player can buy one-use capsules

but now only the first buyer will get the building and then other players who buy the same capsule cannot get the building out.

[Submission]

Here's a few more loot capsule plans, all farms. The one 'large' and two 'enclosed' farms are in a enclosed building, allowing them to be a great addition to a players base. The others are open on two sides, allowing for further modification if players want, or allowing them to add it to any existing farm or their current base, or further modify it if they want.
Farm Plot Capsules.zip

Add "non capsulable" tag so that other mods can force exclusion of blocks

Implement something similar to CarryOn.

Idea from Corail_31:
If your mod has a block tag for the "not capsulable", i could add my tag of "player_graves" in it automatically. (decorative_graves don't have this trouble).
NB : 'CarryOn' mod has a tag helping in a similar compatibility too ;)

Loots do not work properly on servers, but locally they work

177/5000
Configure the loots of the capsules that appear in chests and play on a mods server, use them there is nothing, on the other hand when I play in a single player (local) if they appear

Version where the problem is presented

minecraft in 1.12.2
forge 1.12.2-14.23.2.2624
Capsule-1.12.2-3.1.63 (I think also Capsule-1.12.2-3.1.57)

I packed many other mods, but I will try to use the mod on a clean server without other mods, that is, only using capsule mod

This tells me the console of my server [capsule.items.CapsuleItem]: Capsule size must be an odd number to achieve consistency on deployment. Resized to: -1

Corail Tombstone dupe bug

Using any capsule to encapsulate a gravestone from the Corail Tombstone mod, the capsule takes a copy of the gravestone and leaves a copy behind. the copy in the capsule can be deployed to have 2 identical fully functioning gravestones.

Rotation not working

When i first installed the mod i was able to rotate capsules i didnt change anything and i can no longer rotate them im not the only one having this issue

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