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Description:
The Blueprint Scanner lets you copy and recreate entire structures and scenes: right‑click to open its GUI with Scan and Build tabs—use Scan to name and mark opposite corners by aiming at blocks (after setting corner 1 a live glowing preview box shows the exact scan volume), then save the blueprint; in Build browse saved blueprints, adjust rotation and mirror, click SUBMIT to deposit required materials into the Materials Progress panel, and click BUILD to place the structure, which will consume submitted materials plus any matching items from your inventory. A new GLOBAL LIBRARY tab is now the default and always visible in the Build UI; blueprints are kept in a single shared runtime library that is identical across all worlds and scanners, replacing the previous per‑world libraries. Note that this global library is shared only while the game is running and does not yet persist across game restarts.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Blueprint Scanner" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
This will create a new version of "Blueprint Scanner" for Minecraft Java 1.20.1. The original mod will remain unchanged.
1
Jan 17, 2026, 08:41 PM
User request: Create a handheld item called “Blueprint Scanner” that opens a modern GUI with two main buttons: Scan and Build. 1. When the player right‑clicks with the Blueprint Scanner in hand: - A modern, clean GUI opens. - The GUI has two tabs: Scan and Build. 2. Scan Tab: - The player clicks the Scan button. - Highlight mode activates. - The player sees a glowing outline around the target structure (building, house, or any selected area). - The player confirms the scan area with a second click. - The device captures block types, positions, orientation, and metadata. - A named blueprint is saved inside the GUI’s blueprint list. 3. Build Tab: - The player clicks the Build button. - The GUI shows a scrollable list of saved blueprints with thumbnails and names. - The player selects a blueprint. - A ghost preview of the structure appears at the target location. - The player confirms placement. - The structure is built automatically using instant placement. Rules: - The Blueprint Scanner is handheld and never placed as a block. - Scan only captures blocks inside the visible bounding box. - Build only places blocks from saved blueprints. - All block types must be valid and placeable. - Blueprints are stored locally and never overwritten unless confirmed. - Rotation and mirroring options are available. - Placement must be on flat terrain and must not intersect protected zones. The Blueprint Scanner must feel modern, intuitive, and responsive, with a clean GUI and smooth interactions. Edit v2: it should be sneak right click for the first corner then sneak sneak right click for the second corner as its not working properly Edit v3: no its sneak right click to set the first corner then that sets the first corner, then its sneak sneak right click to set the second corner Edit v4: change it to up arrow key sets first corner and down arrow key sets second corner Edit v5: it must visually tell the player when the first corner has been set and also when you set the second corner Edit v6: the corners do not set and also you must be able to set the corners when you close the gui after you click scan Edit v7: the blueprints when they get saved should say what the player put in for its name example: player named it test it should be named test , in the blueprints , also when changing pages dont make text change colour to black make it stay white Edit v8: change the ingame inhand model of the device to be better and higher quality Edit v9: Create a way of sharing your blueprints with other players Edit v11: change it so you can drop blueprints and other players use them Edit v12: double check for bugs and fix them Edit v13: Remove the feature where you can input a players name and share a blueprint, make it so you can only drop the blueprint to share Edit v14: no blueprint gets created when you click drop fix this, also add a load button that players can use to load the blueprints that have been dropped Edit v15: make it so you need the blocks of the blueprint to build the blueprint but make it so blueprints also get created with lists so players know what blocks or items they need to get to build the blueprint Edit v16: double check for bugs and fix them and optimize this mod Edit v17: make it when the blueprint gets created when clicking drop that its named after the blueprint name the player set, so its not just called paper it must be the name of the blueprint the player set it too Edit v18: create a way to share blueprints between saves Edit v20: increase the scan limits massively Edit v21: the feature to share blueprints between saves doesn't work fix this Edit v22: make another function that loads blueprints from your other saves and worlds with this device Edit v23: it crashes your game the import lib it comes up no blueprints found in your scanner library make another function save lib, which uploads your blueprints to the blueprint scanner library Edit v24: fix this problem with the save lib, load lib, function it kicks you saying network lost , : Added blueprint 'Test1' for player 146ebe9b-1699-47ba-8739-f5124ecbcc16 [17:14:26] [Render thread/INFO]: [System] [CHAT] Blueprint 'Test1' saved! (25725 blocks) [17:14:31] [Render thread/INFO]: [System] [CHAT] Saved 1 blueprint(s) to your scanner library. [17:14:32] [Netty Local Client IO #1/ERROR]: Negative index in crash report handler (78/82) [17:14:32] [Server thread/INFO]: DoctorThc2025 lost connection: Disconnected [17:14:32] [Server thread/INFO]: DoctorThc2025 left the game [17:14:32] [Server thread/INFO]: Stopping singleplayer server as player logged out [17:14:32] [Server thread/INFO]: Stopping server [17:14:32] [Server thread/INFO]: Saving players [17:14:32] [Server thread/INFO]: Saving worlds [17:14:32] [Server thread/INFO]: Saving chunks for level 'ServerLevel[Iron Factory - Farm]'/minecraft:overworld [17:14:32] [Server thread/INFO]: Saving chunks for level 'ServerLevel[Iron Factory - Farm]'/minecraft:the_end [17:14:32] [Server thread/INFO]: Saving chunks for level 'ServerLevel[Iron Factory - Farm]'/minecraft:the_nether [17:14:32] [Server thread/INFO]: ThreadedAnvilChunkStorage (2Iron factory - Farm): All chunks are saved [17:14:32] [Server thread/INFO]: ThreadedAnvilChunkStorage (DIM1): All chunks are saved [17:14:32] [Server thread/INFO]: ThreadedAnvilChunkStorage (DIM-1): All chunks are saved [17:14:32] [Server thread/INFO]: ThreadedAnvilChunkStorage: All dimensions are saved [17:14:32] [Render thread/WARN]: Client disconnected with reason: Internal Exception: io.netty.handler.codec.DecoderException: Failed to decode packet 'clientbound/minecraft:container_set_slot' Edit v25: it comes up no shared library saved on this scanner when trying to load blueprint library from another save in another world with the device fix this Edit v26: it still comes up saying no shared library on this scanner when trying to load blueprints from another world with the device Edit v27: Move blueprint storage out of the world save and into a single global blueprint registry. Every scanner in every world must load from and write to this same shared registry so the blueprint library is identical across worlds. The global registry must automatically create itself if it does not already exist. Edit v28: Do not store blueprints on the scanner item or inside world saves. Create a single global blueprint registry that exists outside all worlds. Every scanner in every world must read from and write to this same global registry so the blueprint library is always identical everywhere. The global registry must automatically create itself if it does not already exist. Edit v29: Remove buttons that are no longer required, also double check for bugs and fix them Edit v30: make it so players can insert the required materials for the blueprints bit by bit checking off when each material is ready Edit v31: when you have set corner 1 make it bring up a visual highlight showing the player where its going to highlight too corner 2 so the players can visually see what the device is going to scan Edit v32: it must also save villagers mobs minecarts anything the player scans must save exactly like the blueprint the way it is dont make it remove anything from when you scan it must be able to fully blueprint the whole scan with everything inside the scan Edit v33: when you close the Minecraft game completely and reload back in too Minecraft and reload your save the blueprints have fully disappeared fix this Edit v34: i prefer a global library that survives restarts and works across all worlds enable this Edit v35: i prefer a global library that survives restarts and works across all worlds enable this make it create one if it is not provided make this work Edit v36: Purpose: Enable a shared, global blueprint library that is accessible from all worlds, all saves, and all scanner items, without transferring materials between worlds. 1. STORAGE MODEL • The system must create and maintain a Global Blueprint Library that exists outside any world save. • This library must be stored in a single persistent location that is always available, regardless of which world is loaded. • The global library must load automatically when the game starts or when a world is opened. • The global library must save automatically whenever a blueprint is added, edited, or deleted. 2. BLUEPRINT DATA FORMAT Each blueprint stored in the global library must include: • Unique blueprint ID • Display name • Author/player name • Dimensions (width, height, depth) • Block palette • Required materials list • Placement origin • Optional preview/thumbnail • Any metadata required for building logic Blueprints must be stored as individual files so they can be shared or backed up. 3. UI REQUIREMENTS The scanner’s Build interface must include a new tab named: GLOBAL LIBRARY This tab must allow the player to: • View all global blueprints • Search by name • Preview blueprint details • Select a blueprint to load into the scanner • Save the current blueprint into the global library The existing World and Scanner Item blueprint lists must remain available, but the Global Library must be the default and primary option. 4. SAVE TARGET OPTIONS When saving a blueprint, the player must be able to choose one of the following destinations: 1. Global Library 2. Current World 3. Scanner Item The system must not auto‑select a destination. The player must explicitly choose. 5. LOAD PRIORITY When loading a blueprint into the scanner, the system must check sources in this order: 1. Global Library 2. Current World 3. Scanner Item If a blueprint ID exists in multiple locations, the Global Library version overrides all others. 6. BUILDING LOGIC (UNCHANGED) The global library affects blueprint availability only, not building mechanics. • Materials must still be submitted in the Build tab. • BUILD must consume submitted materials plus matching items from the player’s inventory. • Materials must never transfer between worlds. • Only blueprint data is global. 7. MULTIPLAYER RULES If the player is on a server: • The server must provide the global library. • Clients must use the server’s global library. • Clients must not use their local global library while connected to a server. In singleplayer: • The local global library is used. 8. BACKWARDS COMPATIBILITY • Existing world‑stored or item‑stored blueprints must continue to function. • Players must be able to import these into the global library manually. • No automatic migration is allowed. 9. STRICT CONSTRAINTS FOR LLM BUILDERS To prevent misinterpretation: • Do not merge world and global libraries. • Do not auto‑sync world blueprints into the global library. • Do not allow materials to move between worlds. • Do not generate blueprints automatically. • Do not create per‑player global libraries; there is only one global library per installation (or per server). • Do not override existing world behavior unless explicitly stated above. Edit v37: The builder must immediately correct the following mistake: A “per‑world Global Library” is forbidden. This is incorrect and must not exist. Replace it with the following mandatory behavior: GLOBAL BLUEPRINT LIBRARY — CORRECT DEFINITION There is exactly ONE global blueprint library per game installation (or per dedicated server). It is NOT per‑world. It is NOT tied to any world save. It is NOT stored inside world data. It must exist OUTSIDE all world folders. This global library must: • Load automatically for every world • Be accessible in every world • Be accessible from every scanner • Persist across all saves • Persist across all worlds • Persist across all dimensions • Persist across game restarts Blueprints saved into the global library must be available in ALL worlds. ABSOLUTE PROHIBITIONS The builder must NOT: • Create a per‑world global library • Store global blueprints in world folders • Tie global blueprints to world saves • Make the global library world‑scoped • Make the global library server‑scoped unless in multiplayer • Merge world and global libraries • Rename the global library • Invent new storage layers If the builder previously implemented a per‑world library, it must be removed and replaced with the correct global library described above. SCOPE CLARIFICATION Allowed: • One global library per installation • One global library per dedicated server (multiplayer) Forbidden: • One global library per world • One global library per save • One global library per player • One global library per scanner UI REQUIREMENT (NON‑NEGOTIABLE) The Build UI must contain a tab named: GLOBAL LIBRARY This tab must always show the same blueprint list regardless of which world is loaded. MIGRATION RULE If the builder created a per‑world library, it must be deleted or ignored. Blueprints must not be auto‑migrated. Only manual import is allowed.
1
Jan 17, 2026, 08:30 PM
User request: Create a handheld item called “Blueprint Scanner” that opens a modern GUI with two main buttons: Scan and Build. 1. When the player right‑clicks with the Blueprint Scanner in hand: - A modern, clean GUI opens. - The GUI has two tabs: Scan and Build. 2. Scan Tab: - The player clicks the Scan button. - Highlight mode activates. - The player sees a glowing outline around the target structure (building, house, or any selected area). - The player confirms the scan area with a second click. - The device captures block types, positions, orientation, and metadata. - A named blueprint is saved inside the GUI’s blueprint list. 3. Build Tab: - The player clicks the Build button. - The GUI shows a scrollable list of saved blueprints with thumbnails and names. - The player selects a blueprint. - A ghost preview of the structure appears at the target location. - The player confirms placement. - The structure is built automatically using instant placement. Rules: - The Blueprint Scanner is handheld and never placed as a block. - Scan only captures blocks inside the visible bounding box. - Build only places blocks from saved blueprints. - All block types must be valid and placeable. - Blueprints are stored locally and never overwritten unless confirmed. - Rotation and mirroring options are available. - Placement must be on flat terrain and must not intersect protected zones. The Blueprint Scanner must feel modern, intuitive, and responsive, with a clean GUI and smooth interactions. Edit v2: it should be sneak right click for the first corner then sneak sneak right click for the second corner as its not working properly Edit v3: no its sneak right click to set the first corner then that sets the first corner, then its sneak sneak right click to set the second corner Edit v4: change it to up arrow key sets first corner and down arrow key sets second corner Edit v5: it must visually tell the player when the first corner has been set and also when you set the second corner Edit v6: the corners do not set and also you must be able to set the corners when you close the gui after you click scan Edit v7: the blueprints when they get saved should say what the player put in for its name example: player named it test it should be named test , in the blueprints , also when changing pages dont make text change colour to black make it stay white Edit v8: change the ingame inhand model of the device to be better and higher quality Edit v9: Create a way of sharing your blueprints with other players Edit v11: change it so you can drop blueprints and other players use them Edit v12: double check for bugs and fix them Edit v13: Remove the feature where you can input a players name and share a blueprint, make it so you can only drop the blueprint to share Edit v14: no blueprint gets created when you click drop fix this, also add a load button that players can use to load the blueprints that have been dropped Edit v15: make it so you need the blocks of the blueprint to build the blueprint but make it so blueprints also get created with lists so players know what blocks or items they need to get to build the blueprint Edit v16: double check for bugs and fix them and optimize this mod Edit v17: make it when the blueprint gets created when clicking drop that its named after the blueprint name the player set, so its not just called paper it must be the name of the blueprint the player set it too Edit v18: create a way to share blueprints between saves Edit v20: increase the scan limits massively Edit v21: the feature to share blueprints between saves doesn't work fix this Edit v22: make another function that loads blueprints from your other saves and worlds with this device Edit v23: it crashes your game the import lib it comes up no blueprints found in your scanner library make another function save lib, which uploads your blueprints to the blueprint scanner library Edit v24: fix this problem with the save lib, load lib, function it kicks you saying network lost , : Added blueprint 'Test1' for player 146ebe9b-1699-47ba-8739-f5124ecbcc16 [17:14:26] [Render thread/INFO]: [System] [CHAT] Blueprint 'Test1' saved! (25725 blocks) [17:14:31] [Render thread/INFO]: [System] [CHAT] Saved 1 blueprint(s) to your scanner library. [17:14:32] [Netty Local Client IO #1/ERROR]: Negative index in crash report handler (78/82) [17:14:32] [Server thread/INFO]: DoctorThc2025 lost connection: Disconnected [17:14:32] [Server thread/INFO]: DoctorThc2025 left the game [17:14:32] [Server thread/INFO]: Stopping singleplayer server as player logged out [17:14:32] [Server thread/INFO]: Stopping server [17:14:32] [Server thread/INFO]: Saving players [17:14:32] [Server thread/INFO]: Saving worlds [17:14:32] [Server thread/INFO]: Saving chunks for level 'ServerLevel[Iron Factory - Farm]'/minecraft:overworld [17:14:32] [Server thread/INFO]: Saving chunks for level 'ServerLevel[Iron Factory - Farm]'/minecraft:the_end [17:14:32] [Server thread/INFO]: Saving chunks for level 'ServerLevel[Iron Factory - Farm]'/minecraft:the_nether [17:14:32] [Server thread/INFO]: ThreadedAnvilChunkStorage (2Iron factory - Farm): All chunks are saved [17:14:32] [Server thread/INFO]: ThreadedAnvilChunkStorage (DIM1): All chunks are saved [17:14:32] [Server thread/INFO]: ThreadedAnvilChunkStorage (DIM-1): All chunks are saved [17:14:32] [Server thread/INFO]: ThreadedAnvilChunkStorage: All dimensions are saved [17:14:32] [Render thread/WARN]: Client disconnected with reason: Internal Exception: io.netty.handler.codec.DecoderException: Failed to decode packet 'clientbound/minecraft:container_set_slot' Edit v25: it comes up no shared library saved on this scanner when trying to load blueprint library from another save in another world with the device fix this Edit v26: it still comes up saying no shared library on this scanner when trying to load blueprints from another world with the device Edit v27: Move blueprint storage out of the world save and into a single global blueprint registry. Every scanner in every world must load from and write to this same shared registry so the blueprint library is identical across worlds. The global registry must automatically create itself if it does not already exist. Edit v28: Do not store blueprints on the scanner item or inside world saves. Create a single global blueprint registry that exists outside all worlds. Every scanner in every world must read from and write to this same global registry so the blueprint library is always identical everywhere. The global registry must automatically create itself if it does not already exist. Edit v29: Remove buttons that are no longer required, also double check for bugs and fix them Edit v30: make it so players can insert the required materials for the blueprints bit by bit checking off when each material is ready Edit v31: when you have set corner 1 make it bring up a visual highlight showing the player where its going to highlight too corner 2 so the players can visually see what the device is going to scan Edit v32: it must also save villagers mobs minecarts anything the player scans must save exactly like the blueprint the way it is dont make it remove anything from when you scan it must be able to fully blueprint the whole scan with everything inside the scan Edit v33: when you close the Minecraft game completely and reload back in too Minecraft and reload your save the blueprints have fully disappeared fix this Edit v34: i prefer a global library that survives restarts and works across all worlds enable this Edit v35: i prefer a global library that survives restarts and works across all worlds enable this make it create one if it is not provided make this work Edit v36: Purpose: Enable a shared, global blueprint library that is accessible from all worlds, all saves, and all scanner items, without transferring materials between worlds. 1. STORAGE MODEL • The system must create and maintain a Global Blueprint Library that exists outside any world save. • This library must be stored in a single persistent location that is always available, regardless of which world is loaded. • The global library must load automatically when the game starts or when a world is opened. • The global library must save automatically whenever a blueprint is added, edited, or deleted. 2. BLUEPRINT DATA FORMAT Each blueprint stored in the global library must include: • Unique blueprint ID • Display name • Author/player name • Dimensions (width, height, depth) • Block palette • Required materials list • Placement origin • Optional preview/thumbnail • Any metadata required for building logic Blueprints must be stored as individual files so they can be shared or backed up. 3. UI REQUIREMENTS The scanner’s Build interface must include a new tab named: GLOBAL LIBRARY This tab must allow the player to: • View all global blueprints • Search by name • Preview blueprint details • Select a blueprint to load into the scanner • Save the current blueprint into the global library The existing World and Scanner Item blueprint lists must remain available, but the Global Library must be the default and primary option. 4. SAVE TARGET OPTIONS When saving a blueprint, the player must be able to choose one of the following destinations: 1. Global Library 2. Current World 3. Scanner Item The system must not auto‑select a destination. The player must explicitly choose. 5. LOAD PRIORITY When loading a blueprint into the scanner, the system must check sources in this order: 1. Global Library 2. Current World 3. Scanner Item If a blueprint ID exists in multiple locations, the Global Library version overrides all others. 6. BUILDING LOGIC (UNCHANGED) The global library affects blueprint availability only, not building mechanics. • Materials must still be submitted in the Build tab. • BUILD must consume submitted materials plus matching items from the player’s inventory. • Materials must never transfer between worlds. • Only blueprint data is global. 7. MULTIPLAYER RULES If the player is on a server: • The server must provide the global library. • Clients must use the server’s global library. • Clients must not use their local global library while connected to a server. In singleplayer: • The local global library is used. 8. BACKWARDS COMPATIBILITY • Existing world‑stored or item‑stored blueprints must continue to function. • Players must be able to import these into the global library manually. • No automatic migration is allowed. 9. STRICT CONSTRAINTS FOR LLM BUILDERS To prevent misinterpretation: • Do not merge world and global libraries. • Do not auto‑sync world blueprints into the global library. • Do not allow materials to move between worlds. • Do not generate blueprints automatically. • Do not create per‑player global libraries; there is only one global library per installation (or per server). • Do not override existing world behavior unless explicitly stated above.
1
Jan 17, 2026, 08:20 PM
User request: Create a handheld item called “Blueprint Scanner” that opens a modern GUI with two main buttons: Scan and Build. 1. When the player right‑clicks with the Blueprint Scanner in hand: - A modern, clean GUI opens. - The GUI has two tabs: Scan and Build. 2. Scan Tab: - The player clicks the Scan button. - Highlight mode activates. - The player sees a glowing outline around the target structure (building, house, or any selected area). - The player confirms the scan area with a second click. - The device captures block types, positions, orientation, and metadata. - A named blueprint is saved inside the GUI’s blueprint list. 3. Build Tab: - The player clicks the Build button. - The GUI shows a scrollable list of saved blueprints with thumbnails and names. - The player selects a blueprint. - A ghost preview of the structure appears at the target location. - The player confirms placement. - The structure is built automatically using instant placement. Rules: - The Blueprint Scanner is handheld and never placed as a block. - Scan only captures blocks inside the visible bounding box. - Build only places blocks from saved blueprints. - All block types must be valid and placeable. - Blueprints are stored locally and never overwritten unless confirmed. - Rotation and mirroring options are available. - Placement must be on flat terrain and must not intersect protected zones. The Blueprint Scanner must feel modern, intuitive, and responsive, with a clean GUI and smooth interactions. Edit v2: it should be sneak right click for the first corner then sneak sneak right click for the second corner as its not working properly Edit v3: no its sneak right click to set the first corner then that sets the first corner, then its sneak sneak right click to set the second corner Edit v4: change it to up arrow key sets first corner and down arrow key sets second corner Edit v5: it must visually tell the player when the first corner has been set and also when you set the second corner Edit v6: the corners do not set and also you must be able to set the corners when you close the gui after you click scan Edit v7: the blueprints when they get saved should say what the player put in for its name example: player named it test it should be named test , in the blueprints , also when changing pages dont make text change colour to black make it stay white Edit v8: change the ingame inhand model of the device to be better and higher quality Edit v9: Create a way of sharing your blueprints with other players Edit v11: change it so you can drop blueprints and other players use them Edit v12: double check for bugs and fix them Edit v13: Remove the feature where you can input a players name and share a blueprint, make it so you can only drop the blueprint to share Edit v14: no blueprint gets created when you click drop fix this, also add a load button that players can use to load the blueprints that have been dropped Edit v15: make it so you need the blocks of the blueprint to build the blueprint but make it so blueprints also get created with lists so players know what blocks or items they need to get to build the blueprint Edit v16: double check for bugs and fix them and optimize this mod Edit v17: make it when the blueprint gets created when clicking drop that its named after the blueprint name the player set, so its not just called paper it must be the name of the blueprint the player set it too Edit v18: create a way to share blueprints between saves Edit v20: increase the scan limits massively Edit v21: the feature to share blueprints between saves doesn't work fix this Edit v22: make another function that loads blueprints from your other saves and worlds with this device Edit v23: it crashes your game the import lib it comes up no blueprints found in your scanner library make another function save lib, which uploads your blueprints to the blueprint scanner library Edit v24: fix this problem with the save lib, load lib, function it kicks you saying network lost , : Added blueprint 'Test1' for player 146ebe9b-1699-47ba-8739-f5124ecbcc16 [17:14:26] [Render thread/INFO]: [System] [CHAT] Blueprint 'Test1' saved! (25725 blocks) [17:14:31] [Render thread/INFO]: [System] [CHAT] Saved 1 blueprint(s) to your scanner library. [17:14:32] [Netty Local Client IO #1/ERROR]: Negative index in crash report handler (78/82) [17:14:32] [Server thread/INFO]: DoctorThc2025 lost connection: Disconnected [17:14:32] [Server thread/INFO]: DoctorThc2025 left the game [17:14:32] [Server thread/INFO]: Stopping singleplayer server as player logged out [17:14:32] [Server thread/INFO]: Stopping server [17:14:32] [Server thread/INFO]: Saving players [17:14:32] [Server thread/INFO]: Saving worlds [17:14:32] [Server thread/INFO]: Saving chunks for level 'ServerLevel[Iron Factory - Farm]'/minecraft:overworld [17:14:32] [Server thread/INFO]: Saving chunks for level 'ServerLevel[Iron Factory - Farm]'/minecraft:the_end [17:14:32] [Server thread/INFO]: Saving chunks for level 'ServerLevel[Iron Factory - Farm]'/minecraft:the_nether [17:14:32] [Server thread/INFO]: ThreadedAnvilChunkStorage (2Iron factory - Farm): All chunks are saved [17:14:32] [Server thread/INFO]: ThreadedAnvilChunkStorage (DIM1): All chunks are saved [17:14:32] [Server thread/INFO]: ThreadedAnvilChunkStorage (DIM-1): All chunks are saved [17:14:32] [Server thread/INFO]: ThreadedAnvilChunkStorage: All dimensions are saved [17:14:32] [Render thread/WARN]: Client disconnected with reason: Internal Exception: io.netty.handler.codec.DecoderException: Failed to decode packet 'clientbound/minecraft:container_set_slot' Edit v25: it comes up no shared library saved on this scanner when trying to load blueprint library from another save in another world with the device fix this Edit v26: it still comes up saying no shared library on this scanner when trying to load blueprints from another world with the device Edit v27: Move blueprint storage out of the world save and into a single global blueprint registry. Every scanner in every world must load from and write to this same shared registry so the blueprint library is identical across worlds. The global registry must automatically create itself if it does not already exist. Edit v28: Do not store blueprints on the scanner item or inside world saves. Create a single global blueprint registry that exists outside all worlds. Every scanner in every world must read from and write to this same global registry so the blueprint library is always identical everywhere. The global registry must automatically create itself if it does not already exist. Edit v29: Remove buttons that are no longer required, also double check for bugs and fix them Edit v30: make it so players can insert the required materials for the blueprints bit by bit checking off when each material is ready Edit v31: when you have set corner 1 make it bring up a visual highlight showing the player where its going to highlight too corner 2 so the players can visually see what the device is going to scan Edit v32: it must also save villagers mobs minecarts anything the player scans must save exactly like the blueprint the way it is dont make it remove anything from when you scan it must be able to fully blueprint the whole scan with everything inside the scan Edit v33: when you close the Minecraft game completely and reload back in too Minecraft and reload your save the blueprints have fully disappeared fix this Edit v34: i prefer a global library that survives restarts and works across all worlds enable this Edit v35: i prefer a global library that survives restarts and works across all worlds enable this make it create one if it is not provided make this work
Click here for installation instructions
This mod is licensed under the CreativeMode Mods License.