4 downloads






Description:
Adds a Fulton-style capture and storage system: sedate mobs with the Tranquilizer Pistol, then right-click targets with the Fulton Extractor to store mobs, blocks, or containers while preserving inventories and custom names. Manage and redeploy captures from the Fulton Extraction Panel or Fulton Mod Kit, mark deploy sites with the Deploy Zone Marker, browse unified Fulton Storage, and use Extract All Deployed Blocks to safely remove deployed builds. Deployments are lossless and multiplayer-safe — paired blocks (double chests, doors, beds, etc.) restore correctly, deployments descend on a balloon that pauses AI and prevents fall damage, and deployed hostile allies remain friendly to their owner while still engaging nearby wild monsters.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Fulton Sleep Extraction System" 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 "Fulton Sleep Extraction System" for Minecraft Java 1.20.1. The original mod will remain unchanged.
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Dec 19, 2025, 05:54 PM
User request: # Fulton Extraction Mod (MGSV-inspired) ## Key Features - Tranquilizer Pistol: non-lethal sleep darts; limited ammo; boss weakness/upgrades; authentic sounds. - Fulton Extractor: sleeps/passives balloon lift; persistent capture with name/type/properties; cooldowns; deployment via balloon/teleport; wakes/removes sleep; captured mobs become allies after deployment. - Ally system: captured mobs become non-hostile allies, follow/defend; ally status persists across reloads. - Persistent capture/storage: mobs stored across world reloads with preserved random name and type; optional in-world name visibility. - Management/UI: GUI to manage captured mobs with per-mob icon, name, type, quantity; deployment and feedback visuals; scrollable list; deploy requested mob to player; mass deploy/extract via buttons. - Deployment zone: Deploy Zone Marker sets deployment locations; deployed mobs spawn at marker as allies; visual indicator; marker movable. - Visuals/audits: MGSV aesthetic; long-range extraction indicators via 3D yellow wool indicator; polished cues for sleep, extraction, deployment, combat. - Mass operations: mass extraction of deployed mobs; mass deployment from storage; /extractall and /deployall plus individual /extract /deploy by mob names. - Crafting/items: craftable mod kit; high-quality textures for Fulton Extractor, Tranquilizer Pistol, Deploy Zone Marker; new block storage UI (optional). - Block extraction (Edit v18+): extract blocks via Fulton; blocks stored in Block Storage; separate Block Management UI; deploy blocks to player or zone; blocks behave normally after placement. - Optional features: Dhourse (horse) deployment; single active Dhourse; saddle on deploy; commands for deploying/extracting specific mobs; 3D yellow wool indicators for extraction; long-range indicators for blocks/mobs. ## Version Changes - v2: Fix deployment wakes mob; retain ally status; improved animation/icon; random name tags; GUI textures; deploy zone visuals. - v3: Crash safety; pre-extraction validation; single-activation guard; safe removal post-animation; multiplayer/survival safety. - v4: Balloon extraction animation; deployed mobs become allies; enhanced visuals/polish; compatibility with ally behavior. - v5: Balloon textures upgraded; mass extraction button; deployed mobs as non-damaging allies; robust integration. - v6: Balloon texture and mass extraction notches refined; textures for all items. - v7: Balloon extraction fix; mass extraction button; improved integration. - v8: Balloon textures upgraded; new item textures; integration polish. - v9: Balloon replaced with flying chicken model; extractor texture upgrade; deployment visuals improved; maintain ally behavior. - v10: Flying-chicken deployment; craftable mod kit; add /extractall and /deployall; kit/deploy zone textures updated. - v11: Balloon texture changed to yellow wool; later 3D wool indicators planned. - v15–v16: Balloon textures to 3D yellow wool; deploy zone redesign; reorganized textures; slime damage on contact; Dhourse enhancements; /deploy and /extract with mob names. - v17: Mod Kit texture improvement; Dhourse one active at a time; Dhourse extraction fully removes from captured list (not stored as captured mob). - v18: Block extraction capability; Block Storage UI; block deployment; safe persistence; non-interference with mob systems. - v19: Mob/block lift with yellow wool indicator; long-range visibility; storage integration; stable visuals. - v20: UI overhaul for clarity; scroll/pagination; bottom control bar; performance boosts. - v21: 3D yellow wool indicator for extraction; long-range visibility; visually consistent. - v22: Structure/Clay extraction: grouping of blocks into structures; entire structure lifts; 3D indicator; group UI for deployment; structure deployment preserves contents. - v23: Safe packet registration; prevent multiple initializations; stability for multiplayer; optional debug logging. - v24: Faster deployment animation; persistent 3D yellow wool during descent; block/structure/mob rules updated for instant or quick deployment; compatibility with existing systems. - v25: Instant deployment with optional attached yellow wool; stable descent; enhanced visibility; attachment supports various mob types; optional offset polish. - v26: Instant deployment without sky descent unless enabled; optional yellow wool indicator; rules for blocks/structures/mobs; compatibility with mass deploy/extract. - v27–v29: Texture refinements; Dhourse and clay integration tweaks; ensure bonus chest spawn and modkit/clay presence on world entry. - v30: Structure, block, mob, and chest deployment without portal visuals; instant safe spawn; UI structure/menu integration; crash-free. - v39: Mob extraction/deployment animations; block extraction animation; clay-based structure integrity; structure menu button; crash-free UI. - v40: Structure naming on extraction; named structures stored; chest/container extraction preserves contents; rotated/oriented deployment; editable names at extraction; stable UI. - v41: Mass Extract feature for all deployed content; group-based chest preservation; UI for group names and extraction; stable multiplayer-safe. - v42: Group naming on deployment; group-based mass extract by chosen name; group preservation for blocks with chests; UI for group management and counts. - v43: Unlimited storage/extraction: any size; unlimited storage for blocks/structures/mobs/items; infinite mob storage; single unified extraction UI with tabs; performance-safe. - v44: Remove Block Storage item; Block Storage UI becomes visual/UI-only; grid-based block UI with 3D icons; enhanced structure storage UI; unified storage navigation; instant deployment feedback. - v45: Crash fix for opening Structure Storage Menu; safe client initialization; null checks; client/server separation; error logging. - v46: Mass extraction controls for Structures and Blocks; Extract All Deployed for structures/blocks; top-right placement; safety for multiplayer; no item drops. - Edit v47: Delete deployment group feature; remove group UI/logic; press G does nothing/unbound; update extraction buttons to extract all without groups; clean storage logic; remove unused group code; safe menus with zero or large content. - Edit v50: Fix crash when opening Structure Storage Menu; safe UI initialization; server/client separation; validate and handle zero structures; robust error handling. - Edit v51: Disable space checks for structure deployment; forced placement; overwrite area; handle entities; multiplayer-safe; server-side only. - Edit v52: Extract All Deployed Blocks button: empty-state no-ops; server-side extraction; parity with structures; no visuals if none. - Edit v53: Parity with structure extraction for blocks; reuse same pipeline; deployment registry; server-side; no world scans; space checks removed; identical visuals. - Edit v54: Chest/container extraction preserves inventories; serialization before removal; no item drops; block storage persistence; server sync. - Edit v55: No item drops during container extraction; serialization before removal; suppress vanilla drop logic; containers removed after animation; supports multiple container types. - Edit v56: Instant removal after serialization; animation remains; no drops; preserve storage data; container inventory cleared prior to removal. - Edit v57: Clear container inventories before removal; preserve storage data; animation plays; instant removal; supported containers list. - Edit v58: Add Fulton Balloon Block with uploaded texture; block rendering rules; behaves like wool block; MGSV aesthetic; no new effects. - Edit v60: Replace all yellow wool visuals with Fulton Balloon Block for extraction visuals; client-side only; maintain MGSV aesthetic; no texture/registry changes beyond replacement. - Edit v61: New deployment animation: Fulton Balloon Block appears above target; object descends visually; mobs no fall damage; deployment visuals for mobs/blocks/structures; balloon block removed after drop; multiplayer-safe. Notes - Mod emphasizes MGSV aesthetic, crash-free stability, and cross-version persistence for mobs, blocks, structures, and chests with unlimited storage and robust UI. Edit v63: Update the Fulton deployment animation with the following fixes: 1️⃣ Correct Animation Start Height The deployment animation should start exactly at the vertical level where the extraction animation ends, not high in the sky. For mobs, blocks, or structures: Record the last Y-level of the object at the end of extraction. Begin the deployment descent from this Y-level. This ensures smooth continuity between extraction → deployment. 2️⃣ Remove Duplicate Fulton Blocks & Circular Motion Currently, deployed mobs show 2 Fulton Balloon Blocks moving in a circle. Fix the system so: Only 1 Fulton Balloon Block is visible during deployment. The balloon block remains stationary above the mob during the entire descent. No circular or spinning motion. The balloon block should be positioned slightly above the mob, consistent with the extraction animation height. 3️⃣ Deployment Behavior The mob, block, or structure: Descends smoothly from the balloon to the ground. Remains fully visible during descent. Mobs should not take fall damage. The balloon disappears cleanly after deployment completes. Deployment works consistently in singleplayer and multiplayer. 4️⃣ Visual & Style Balloon block uses custom Fulton Balloon texture. Height above the object matches extraction animation. Consistent MGSV Fulton aesthetic. No extra blocks or artifacts appear during deployment. 5️⃣ Validation Checklist Deployment starts at correct height (end of extraction animation). Only 1 Fulton Balloon Block visible. No circular motion of balloon block. Mob/blocks/structures descend smoothly. Mobs do not take fall damage. Animation is visually consistent with extraction. Works in multiplayer and singleplayer. No leftover artifacts or duplicate balloons. Edit v64: Adjust Deployment Start Height Deployment animation should start exactly at the Y-level where the extraction animation ends. The object (mob, block, or structure) begins descent from this level, not from a high altitude. This ensures smooth transition from extraction → deployment. 2️⃣ Adjust Fulton Balloon Block Position The Fulton Balloon Block should be positioned slightly above the object during deployment. Increase the vertical offset from the object so that: The balloon is clearly visible above the mob The mob is directly below, not obscured by the balloon The balloon should remain stationary; no spinning or circular motion. 3️⃣ Deployment Behavior Object descends smoothly from start height to ground. Mob does not take fall damage. Balloon disappears cleanly when deployment completes. Works for all extracted entities: mobs, blocks, chests, and structures. Fully compatible with singleplayer and multiplayer. 4️⃣ Visual & Style Balloon block uses custom Fulton Balloon texture. Height above the object should visually match MGSV Fulton aesthetic. Descent animation remains smooth and visually connected to the balloon. No extra blocks or artifacts should appear. 5️⃣ Validation Checklist Deployment starts at correct (lower) height. Balloon block sits slightly higher above the mob than before. Mob descends smoothly to ground. Only one Fulton Balloon Block is visible. No circular motion. Mobs take no fall damage. Works for all extraction types. Multiplayer-safe and stable. No leftover balloon artifacts. Edit v65: Update the Fulton deployment system so that all objects — mobs, blocks, and structures — use a consistent deployment animation. 1️⃣ Animation Start Position Deployment should start at the Y-level where extraction ended. Balloon block should be slightly above the object (offset +1 or +1.5 blocks, tweak for visual clarity). Prevent spawning animation too high in the sky. 2️⃣ Visual Animation Spawn 1 Fulton Balloon Block above the object. Object (mob, block, structure) descends smoothly from balloon to final position. Balloon is stationary, no spinning or circular motion. Object is fully visible during descent. Optional: subtle particle effect for immersion. 3️⃣ Mob-Specific Rules Deployed mobs do not take fall damage. AI resumes normally after deployment (can move, attack, follow, etc.). Status, health, and inventory preserved. 4️⃣ Technical / Client Rules Balloon block and descent animation are client-side visuals only. Actual placement of blocks/structures/mobs happens server-side after animation completes. Must be multiplayer-safe and crash-free. Remove balloon block cleanly after deployment. 5️⃣ Implementation Guidance for CreativeMode You can explain it using pseudo-code logic so CreativeMode can understand how to generate it: // Example pseudo-code for CreativeMode logic World world = getWorld(); BlockPos targetPos = getDeploymentPosition(); // Spawn balloon slightly above target BlockPos balloonPos = targetPos.up(1.5); spawnClientBlock(FultonBalloonBlock, balloonPos); // Animate object descent animateObjectDescent(object, startY=balloonPos.getY(), endY=targetPos.getY(), duration=animationDuration); // After animation completes placeObjectAtTarget(object, targetPos); removeClientBlock(balloonPos); // Special mob rule if(object instanceof MobEntity) { disableFallDamage(object); } Notes for CreativeMode: spawnClientBlock → Balloon visual only animateObjectDescent → linear or smooth descent to target placeObjectAtTarget → server-side placement disableFallDamage → prevents mobs from dying on landing 6️⃣ Style & Visual Guidelines Balloon uses custom Fulton Balloon Block texture. Balloon is slightly above object (like extraction visuals). Smooth vertical descent for all objects. MGSV Fulton aesthetic consistent across mobs, blocks, and structures. 7️⃣ Validation Checklist Mobs descend smoothly with balloon above. Blocks descend smoothly with balloon above. Structures descend smoothly with balloon above. Balloon block is stationary, only 1 per deployment. Deployment starts at correct height (extraction end / ground). Mobs take no fall damage. Animation is stable in multiplayer and singleplayer. No leftover balloon artifacts. Edit v66: Update the Fulton deployment system so that all deployments (mobs, blocks, structures) use a Fulton Balloon Block + descent animation starting from Y = -49.26454. 1️⃣ Deployment Start Position Animation starts at Y = -49.26454. Balloon block positioned slightly above the object (+1 to +1.5 blocks) for clear visual. Smoothly descends from start Y to target position. 2️⃣ Visual Animation Spawn 1 Fulton Balloon Block above the object (stationary). Object (mob, block, structure) descends from Y = -49.26454 to its target position. Balloon is visible during descent. Optional: subtle particles for immersion. 3️⃣ Mob-Specific Rules Mobs do not take fall damage. AI resumes normally after deployment. Status, health, and inventory preserved. 4️⃣ Technical / Client Rules Balloon and descent animation are client-side only. Object placement is server-side after animation completes. Remove balloon block cleanly after deployment. Must be multiplayer-safe. 5️⃣ Implementation Guidance (Pseudo-Code) World world = getWorld(); BlockPos targetPos = getDeploymentPosition(); // where mob/block/structure will land // Fixed starting Y-coordinate for animation double startY = -49.26454; // Spawn balloon slightly above object BlockPos balloonPos = new BlockPos(targetPos.getX(), startY + 1.5, targetPos.getZ()); spawnClientBlock(FultonBalloonBlock, balloonPos); // Animate object descent animateObjectDescent(object, startY, targetPos.getY(), duration=animationDuration); // After animation completes placeObjectAtTarget(object, targetPos); removeClientBlock(balloonPos); // Disable mob fall damage if(object instanceof MobEntity) { disableFallDamage(object); } 6️⃣ Style & Visual Guidelines Balloon uses custom Fulton Balloon Block texture. Balloon positioned slightly above the object. Descent animation matches MGSV Fulton aesthetic. Works for mobs, blocks, and structures. 7️⃣ Validation Checklist Deployment starts at Y = -49.26454. Balloon block is stationary and slightly above object. Smooth descent to target position. Mobs take no fall damage. Animation works for all objects. Multiplayer-safe and stable. No leftover balloon artifacts. Edit v67: Fix Structure Deployment, Containers, Blocks & Mob Relations Update the Fulton Extraction & Deployment system with the following fixes and behavior changes. --- ### 1️⃣ Double Chest Integrity Fix (Structures) **Problem:** - When deploying a structure that contains a **double chest**, the chest splits into two single chests. - When using **Extract All Structures**, the chest drops its items on deployment. **Required Fix:** - Treat double chests as **one logical container**, not two separate blocks. - On extraction: - Save the chest as a **single container entity** with: - Correct orientation - Left/right pairing - Full inventory contents - On deployment: - Recreate the double chest **exactly as it was**. - Restore all stored items. - Prevent **any item drops** during deployment or extraction. - Use the same internal logic already used for **single chest extraction**, extended for double chests. --- ### 2️⃣ Door & Bed Extraction Fix (Structures) **Problem:** - When extracting structures with doors or beds: - Doors break into pieces. - Beds split and drop to the floor. - Items appear briefly before extraction completes. **Required Fix:** - Doors and beds must behave like chests: - On extraction: - Remove them **silently** (no breaking animation, no drops). - Save their full state (orientation, half, color, facing). - On deployment: - Restore them **exactly as placed originally**. - No items should ever drop during extraction or deployment. - This applies to: - Doors (all types) - Beds (all colors) --- ### 3️⃣ Prevent Item Drops During Structure Deployment **Problem:** - When deploying structures via **Extract All Structures**, containers may drop their contents. **Required Fix:** - During structure deployment: - Temporarily disable block drop logic. - Place blocks using **setBlockState / restoreBlockEntity**, not natural placement. - Ensure: - No items drop to the world. - All contents are restored safely inside containers. --- ### 4️⃣ Hostile Mob Relationship Fix (Allied Deployments) **Problem:** - Deployed hostile mobs (e.g. zombies) are ignored by other hostile mobs. **Required Behavior:** - When a mob is deployed: - It becomes **friendly to the player**. - It becomes **hostile to all other hostile mobs**. - Example: - A deployed zombie should be attacked by wild zombies, skeletons, creepers, etc. - The deployed mob should fight back. - Deployed mobs must: - Never attack the player. - Never attack other deployed allies. - This applies to **all hostile mobs** that can be deployed. --- ### 5️⃣ Stability & Consistency Rules - No visual item drops during extraction or deployment. - No block break particles for doors, beds, or containers. - Works with: - Single extraction - Extract All Structures - Deploy All Structures - Multiplayer-safe. - No desync between client and server. --- ### 6️⃣ Validation Checklist - [ ] Double chests stay merged after deployment - [ ] Double chest inventories fully restored - [ ] No items drop when extracting or deploying structures - [ ] Doors and beds do not break or drop - [ ] Doors and beds restore correctly - [ ] Deployed hostile mobs are attacked by wild hostile mobs - [ ] Deployed mobs never attack the player - [ ] Extract All Structures works safely --- Goal: Make structure extraction and deployment **lossless, stable, and immersive**, matching chest behavior and MGSV-style Fulton logic. Edit v68: Fix Door Extraction & Hostile Mob Targeting Update the Fulton Extraction & Deployment system with the following fixes. --- ### 1️⃣ Door Extraction Fix (Structures) **Current Problem:** - When extracting a structure that contains a **door**: - The door breaks. - Door items drop on the ground. - This happens during extraction (before storage). **Required Behavior (Match Chest System):** - Doors must behave **exactly like chests** during extraction. - On extraction: - Do NOT break the door naturally. - Do NOT spawn item drops. - Remove the door silently. - Save the full door state: - Upper/lower half - Facing direction - Open/closed state - Door type - On deployment: - Restore the door exactly as it was. - No item drops, no breaking animation. **Important:** - This applies to **all door types**. - Extraction must be lossless and silent. - Door logic should use the same container-safe removal flow used for chests. --- ### 2️⃣ Hostile Mob Targeting Fix (Allied Mobs) **Current Problem:** - Extracted and deployed hostile mobs (e.g. slimes, zombies): - Are friendly to the player (correct) - But are **ignored by wild hostile mobs** (incorrect) - Example: - A deployed slime is NOT attacked by other slimes. **Required Behavior:** - Deployed mobs must: - Be friendly to the player. - Be hostile to **all wild hostile mobs**, including their own type. - Wild hostile mobs must: - Target deployed mobs as valid enemies. - Deployed mobs must: - Defend themselves. - Attack wild hostile mobs. - Never attack the player. - Never attack other deployed allies. **Examples:** - Deployed slime ↔ wild slimes → they fight - Deployed zombie ↔ wild zombie → they fight - Deployed mob ↔ skeleton/creeper → they fight --- ### 3️⃣ Technical Rules - No item drops during door extraction. - No block break particles for doors. - Mob targeting must work in: - Singleplayer - Multiplayer - No changes to chest behavior (already correct). - No crashes or AI freezes. --- ### 4️⃣ Validation Checklist - [ ] Doors do NOT drop items on extraction - [ ] Doors restore correctly on deployment - [ ] Deployed hostile mobs are attacked by wild hostile mobs - [ ] Deployed mobs fight back - [ ] Deployed mobs never attack the player - [ ] Deployed mobs never attack allies - [ ] Works for slimes, zombies, skeletons, etc. --- Goal: Make structure extraction fully lossless (doors included) and ensure deployed hostile mobs participate correctly in world combat. Edit v69: Upgrade Fulton Extraction Mod to 1.20.1 (Full Features) Update the Fulton Extraction Mod for **Minecraft 1.20.1** with the following rules and fixes: --- ### 1️⃣ Mod Environment - Set Minecraft version to **1.20.1**. - Update Fabric Loader and Fabric API to compatible 1.20.1 versions. - Ensure `fabric.mod.json` reflects: ```json "depends": { "fabricloader": ">=0.20.0", "fabric": "*", "minecraft": "1.20.1" } Maintain all mod metadata and assets. 2️⃣ Fulton Balloon Block & Textures Keep custom Fulton Balloon Block texture (white top/bottom, balloon sides). Ensure blockstates and models are compatible with 1.20.1. Balloon used for: Extraction animations Deployment animations Smooth client-side visuals 3️⃣ Deployment Animation All objects (mobs, blocks, structures) use balloon + smooth descent. Start height: Y = -49.26454 (or extraction end level). Balloon positioned slightly above object (+1.5–2 blocks). Descent is smooth, visually consistent with MGSV Fulton aesthetic. Balloon disappears cleanly after placement. Mobs take no fall damage. 4️⃣ Structure & Block Extraction/Deployment Blocks and structures descend visibly, do not spawn instantly. Doors and beds: Removed silently on extraction Restored intact on deployment No item drops Chests (single/double): Preserve inventory Restore correctly on deployment No items drop during extraction or deployment “Extract All Structures” works safely. 5️⃣ Hostile Mob AI Deployed hostile mobs: Friendly to player Attacked by all wild hostile mobs (including their own type) Fight back automatically Never attack other deployed allies Never attack player 6️⃣ Technical / Client Rules Balloon block and descent animation client-side only. Object placement occurs server-side after animation. Animation stable in singleplayer and multiplayer. No leftover artifacts or duplicate balloons. 7️⃣ Networking & Multiplayer Update packet registration for 1.20.1: Start animation Balloon spawn Object descent Animation completion Sync visuals to all clients safely. 8️⃣ Validation Checklist Mod loads in 1.20.1 without errors Extraction/deployment animations work for mobs, blocks, structures Balloon block renders correctly above all objects Doors/beds remain intact, no item drops Chests preserve inventory correctly Hostile mobs target deployed hostile mobs Mobs take no fall damage Multiplayer-safe and stable Goal: Upgrade the Fulton Extraction Mod to Minecraft 1.20.1 with all previous features, fixes, and visuals intact, including: Balloon extraction/deployment Smooth descent animation Chest, door, bed, structure preservation Hostile mob AI targeting Full multiplayer compatibility yaml Copy code
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Dec 19, 2025, 04:21 PM
User request: # Fulton Extraction Mod (MGSV-inspired) ## Key Features - Tranquilizer Pistol: non-lethal sleep darts; limited ammo; boss weakness/upgrades; authentic sounds. - Fulton Extractor: sleeps/passives balloon lift; persistent capture with name/type/properties; cooldowns; deployment via balloon/teleport; wakes/removes sleep; captured mobs become allies after deployment. - Ally system: captured mobs become non-hostile allies, follow/defend; ally status persists across reloads. - Persistent capture/storage: mobs stored across world reloads with preserved random name and type; optional in-world name visibility. - Management/UI: GUI to manage captured mobs with per-mob icon, name, type, quantity; deployment and feedback visuals; scrollable list; deploy requested mob to player; mass deploy/extract via buttons. - Deployment zone: Deploy Zone Marker sets deployment locations; deployed mobs spawn at marker as allies; visual indicator; marker movable. - Visuals/audits: MGSV aesthetic; long-range extraction indicators via 3D yellow wool indicator; polished cues for sleep, extraction, deployment, combat. - Mass operations: mass extraction of deployed mobs; mass deployment from storage; /extractall and /deployall plus individual /extract /deploy by mob names. - Crafting/items: craftable mod kit; high-quality textures for Fulton Extractor, Tranquilizer Pistol, Deploy Zone Marker; new block storage UI (optional). - Block extraction (Edit v18+): extract blocks via Fulton; blocks stored in Block Storage; separate Block Management UI; deploy blocks to player or zone; blocks behave normally after placement. - Optional features: Dhourse (horse) deployment; single active Dhourse; saddle on deploy; commands for deploying/extracting specific mobs; 3D yellow wool indicators for extraction; long-range indicators for blocks/mobs. ## Version Changes - v2: Fix deployment wakes mob; retain ally status; improved animation/icon; random name tags; GUI textures; deploy zone visuals. - v3: Crash safety; pre-extraction validation; single-activation guard; safe removal post-animation; multiplayer/survival safety. - v4: Balloon extraction animation; deployed mobs become allies; enhanced visuals/polish; compatibility with ally behavior. - v5: Balloon textures upgraded; mass extraction button; deployed mobs as non-damaging allies; robust integration. - v6: Balloon texture and mass extraction notches refined; textures for all items. - v7: Balloon extraction fix; mass extraction button; improved integration. - v8: Balloon textures upgraded; new item textures; integration polish. - v9: Balloon replaced with flying chicken model; extractor texture upgrade; deployment visuals improved; maintain ally behavior. - v10: Flying-chicken deployment; craftable mod kit; add /extractall and /deployall; kit/deploy zone textures updated. - v11: Balloon texture changed to yellow wool; later 3D wool indicators planned. - v15–v16: Balloon textures to 3D yellow wool; deploy zone redesign; reorganized textures; slime damage on contact; Dhourse enhancements; /deploy and /extract with mob names. - v17: Mod Kit texture improvement; Dhourse one active at a time; Dhourse extraction fully removes from captured list (not stored as captured mob). - v18: Block extraction capability; Block Storage UI; block deployment; safe persistence; non-interference with mob systems. - v19: Mob/block lift with yellow wool indicator; long-range visibility; storage integration; stable visuals. - v20: UI overhaul for clarity; scroll/pagination; bottom control bar; performance boosts. - v21: 3D yellow wool indicator for extraction; long-range visibility; visually consistent. - v22: Structure/Clay extraction: grouping of blocks into structures; entire structure lifts; 3D indicator; group UI for deployment; structure deployment preserves contents. - v23: Safe packet registration; prevent multiple initializations; stability for multiplayer; optional debug logging. - v24: Faster deployment animation; persistent 3D yellow wool during descent; block/structure/mob rules updated for instant or quick deployment; compatibility with existing systems. - v25: Instant deployment with optional attached yellow wool; stable descent; enhanced visibility; attachment supports various mob types; optional offset polish. - v26: Instant deployment without sky descent unless enabled; optional yellow wool indicator; rules for blocks/structures/mobs; compatibility with mass deploy/extract. - v27–v29: Texture refinements; Dhourse and clay integration tweaks; ensure bonus chest spawn and modkit/clay presence on world entry. - v30: Structure, block, mob, and chest deployment without portal visuals; instant safe spawn; UI structure/menu integration; crash-free. - v39: Mob extraction/deployment animations; block extraction animation; clay-based structure integrity; structure menu button; crash-free UI. - v40: Structure naming on extraction; named structures stored; chest/container extraction preserves contents; rotated/oriented deployment; editable names at extraction; stable UI. - v41: Mass Extract feature for all deployed content; group-based chest preservation; UI for group names and extraction; stable multiplayer-safe. - v42: Group naming on deployment; group-based mass extract by chosen name; group preservation for blocks with chests; UI for group management and counts. - v43: Unlimited storage/extraction: any size; unlimited storage for blocks/structures/mobs/items; infinite mob storage; single unified extraction UI with tabs; performance-safe. - v44: Remove Block Storage item; Block Storage UI becomes visual/UI-only; grid-based block UI with 3D icons; enhanced structure storage UI; unified storage navigation; instant deployment feedback. - v45: Crash fix for opening Structure Storage Menu; safe client initialization; null checks; client/server separation; error logging. - v46: Mass extraction controls for Structures and Blocks; Extract All Deployed for structures/blocks; top-right placement; safety for multiplayer; no item drops. - Edit v47: Delete deployment group feature; remove group UI/logic; press G does nothing/unbound; update extraction buttons to extract all without groups; clean storage logic; remove unused group code; safe menus with zero or large content. - Edit v50: Fix crash when opening Structure Storage Menu; safe UI initialization; server/client separation; validate and handle zero structures; robust error handling. - Edit v51: Disable space checks for structure deployment; forced placement; overwrite area; handle entities; multiplayer-safe; server-side only. - Edit v52: Extract All Deployed Blocks button: empty-state no-ops; server-side extraction; parity with structures; no visuals if none. - Edit v53: Parity with structure extraction for blocks; reuse same pipeline; deployment registry; server-side; no world scans; space checks removed; identical visuals. - Edit v54: Chest/container extraction preserves inventories; serialization before removal; no item drops; block storage persistence; server sync. - Edit v55: No item drops during container extraction; serialization before removal; suppress vanilla drop logic; containers removed after animation; supports multiple container types. - Edit v56: Instant removal after serialization; animation remains; no drops; preserve storage data; container inventory cleared prior to removal. - Edit v57: Clear container inventories before removal; preserve storage data; animation plays; instant removal; supported containers list. - Edit v58: Add Fulton Balloon Block with uploaded texture; block rendering rules; behaves like wool block; MGSV aesthetic; no new effects. - Edit v60: Replace all yellow wool visuals with Fulton Balloon Block for extraction visuals; client-side only; maintain MGSV aesthetic; no texture/registry changes beyond replacement. - Edit v61: New deployment animation: Fulton Balloon Block appears above target; object descends visually; mobs no fall damage; deployment visuals for mobs/blocks/structures; balloon block removed after drop; multiplayer-safe. Notes - Mod emphasizes MGSV aesthetic, crash-free stability, and cross-version persistence for mobs, blocks, structures, and chests with unlimited storage and robust UI. Edit v63: Update the Fulton deployment animation with the following fixes: 1️⃣ Correct Animation Start Height The deployment animation should start exactly at the vertical level where the extraction animation ends, not high in the sky. For mobs, blocks, or structures: Record the last Y-level of the object at the end of extraction. Begin the deployment descent from this Y-level. This ensures smooth continuity between extraction → deployment. 2️⃣ Remove Duplicate Fulton Blocks & Circular Motion Currently, deployed mobs show 2 Fulton Balloon Blocks moving in a circle. Fix the system so: Only 1 Fulton Balloon Block is visible during deployment. The balloon block remains stationary above the mob during the entire descent. No circular or spinning motion. The balloon block should be positioned slightly above the mob, consistent with the extraction animation height. 3️⃣ Deployment Behavior The mob, block, or structure: Descends smoothly from the balloon to the ground. Remains fully visible during descent. Mobs should not take fall damage. The balloon disappears cleanly after deployment completes. Deployment works consistently in singleplayer and multiplayer. 4️⃣ Visual & Style Balloon block uses custom Fulton Balloon texture. Height above the object matches extraction animation. Consistent MGSV Fulton aesthetic. No extra blocks or artifacts appear during deployment. 5️⃣ Validation Checklist Deployment starts at correct height (end of extraction animation). Only 1 Fulton Balloon Block visible. No circular motion of balloon block. Mob/blocks/structures descend smoothly. Mobs do not take fall damage. Animation is visually consistent with extraction. Works in multiplayer and singleplayer. No leftover artifacts or duplicate balloons. Edit v64: Adjust Deployment Start Height Deployment animation should start exactly at the Y-level where the extraction animation ends. The object (mob, block, or structure) begins descent from this level, not from a high altitude. This ensures smooth transition from extraction → deployment. 2️⃣ Adjust Fulton Balloon Block Position The Fulton Balloon Block should be positioned slightly above the object during deployment. Increase the vertical offset from the object so that: The balloon is clearly visible above the mob The mob is directly below, not obscured by the balloon The balloon should remain stationary; no spinning or circular motion. 3️⃣ Deployment Behavior Object descends smoothly from start height to ground. Mob does not take fall damage. Balloon disappears cleanly when deployment completes. Works for all extracted entities: mobs, blocks, chests, and structures. Fully compatible with singleplayer and multiplayer. 4️⃣ Visual & Style Balloon block uses custom Fulton Balloon texture. Height above the object should visually match MGSV Fulton aesthetic. Descent animation remains smooth and visually connected to the balloon. No extra blocks or artifacts should appear. 5️⃣ Validation Checklist Deployment starts at correct (lower) height. Balloon block sits slightly higher above the mob than before. Mob descends smoothly to ground. Only one Fulton Balloon Block is visible. No circular motion. Mobs take no fall damage. Works for all extraction types. Multiplayer-safe and stable. No leftover balloon artifacts. Edit v65: Update the Fulton deployment system so that all objects — mobs, blocks, and structures — use a consistent deployment animation. 1️⃣ Animation Start Position Deployment should start at the Y-level where extraction ended. Balloon block should be slightly above the object (offset +1 or +1.5 blocks, tweak for visual clarity). Prevent spawning animation too high in the sky. 2️⃣ Visual Animation Spawn 1 Fulton Balloon Block above the object. Object (mob, block, structure) descends smoothly from balloon to final position. Balloon is stationary, no spinning or circular motion. Object is fully visible during descent. Optional: subtle particle effect for immersion. 3️⃣ Mob-Specific Rules Deployed mobs do not take fall damage. AI resumes normally after deployment (can move, attack, follow, etc.). Status, health, and inventory preserved. 4️⃣ Technical / Client Rules Balloon block and descent animation are client-side visuals only. Actual placement of blocks/structures/mobs happens server-side after animation completes. Must be multiplayer-safe and crash-free. Remove balloon block cleanly after deployment. 5️⃣ Implementation Guidance for CreativeMode You can explain it using pseudo-code logic so CreativeMode can understand how to generate it: // Example pseudo-code for CreativeMode logic World world = getWorld(); BlockPos targetPos = getDeploymentPosition(); // Spawn balloon slightly above target BlockPos balloonPos = targetPos.up(1.5); spawnClientBlock(FultonBalloonBlock, balloonPos); // Animate object descent animateObjectDescent(object, startY=balloonPos.getY(), endY=targetPos.getY(), duration=animationDuration); // After animation completes placeObjectAtTarget(object, targetPos); removeClientBlock(balloonPos); // Special mob rule if(object instanceof MobEntity) { disableFallDamage(object); } Notes for CreativeMode: spawnClientBlock → Balloon visual only animateObjectDescent → linear or smooth descent to target placeObjectAtTarget → server-side placement disableFallDamage → prevents mobs from dying on landing 6️⃣ Style & Visual Guidelines Balloon uses custom Fulton Balloon Block texture. Balloon is slightly above object (like extraction visuals). Smooth vertical descent for all objects. MGSV Fulton aesthetic consistent across mobs, blocks, and structures. 7️⃣ Validation Checklist Mobs descend smoothly with balloon above. Blocks descend smoothly with balloon above. Structures descend smoothly with balloon above. Balloon block is stationary, only 1 per deployment. Deployment starts at correct height (extraction end / ground). Mobs take no fall damage. Animation is stable in multiplayer and singleplayer. No leftover balloon artifacts. Edit v66: Update the Fulton deployment system so that all deployments (mobs, blocks, structures) use a Fulton Balloon Block + descent animation starting from Y = -49.26454. 1️⃣ Deployment Start Position Animation starts at Y = -49.26454. Balloon block positioned slightly above the object (+1 to +1.5 blocks) for clear visual. Smoothly descends from start Y to target position. 2️⃣ Visual Animation Spawn 1 Fulton Balloon Block above the object (stationary). Object (mob, block, structure) descends from Y = -49.26454 to its target position. Balloon is visible during descent. Optional: subtle particles for immersion. 3️⃣ Mob-Specific Rules Mobs do not take fall damage. AI resumes normally after deployment. Status, health, and inventory preserved. 4️⃣ Technical / Client Rules Balloon and descent animation are client-side only. Object placement is server-side after animation completes. Remove balloon block cleanly after deployment. Must be multiplayer-safe. 5️⃣ Implementation Guidance (Pseudo-Code) World world = getWorld(); BlockPos targetPos = getDeploymentPosition(); // where mob/block/structure will land // Fixed starting Y-coordinate for animation double startY = -49.26454; // Spawn balloon slightly above object BlockPos balloonPos = new BlockPos(targetPos.getX(), startY + 1.5, targetPos.getZ()); spawnClientBlock(FultonBalloonBlock, balloonPos); // Animate object descent animateObjectDescent(object, startY, targetPos.getY(), duration=animationDuration); // After animation completes placeObjectAtTarget(object, targetPos); removeClientBlock(balloonPos); // Disable mob fall damage if(object instanceof MobEntity) { disableFallDamage(object); } 6️⃣ Style & Visual Guidelines Balloon uses custom Fulton Balloon Block texture. Balloon positioned slightly above the object. Descent animation matches MGSV Fulton aesthetic. Works for mobs, blocks, and structures. 7️⃣ Validation Checklist Deployment starts at Y = -49.26454. Balloon block is stationary and slightly above object. Smooth descent to target position. Mobs take no fall damage. Animation works for all objects. Multiplayer-safe and stable. No leftover balloon artifacts. Edit v67: Fix Structure Deployment, Containers, Blocks & Mob Relations Update the Fulton Extraction & Deployment system with the following fixes and behavior changes. --- ### 1️⃣ Double Chest Integrity Fix (Structures) **Problem:** - When deploying a structure that contains a **double chest**, the chest splits into two single chests. - When using **Extract All Structures**, the chest drops its items on deployment. **Required Fix:** - Treat double chests as **one logical container**, not two separate blocks. - On extraction: - Save the chest as a **single container entity** with: - Correct orientation - Left/right pairing - Full inventory contents - On deployment: - Recreate the double chest **exactly as it was**. - Restore all stored items. - Prevent **any item drops** during deployment or extraction. - Use the same internal logic already used for **single chest extraction**, extended for double chests. --- ### 2️⃣ Door & Bed Extraction Fix (Structures) **Problem:** - When extracting structures with doors or beds: - Doors break into pieces. - Beds split and drop to the floor. - Items appear briefly before extraction completes. **Required Fix:** - Doors and beds must behave like chests: - On extraction: - Remove them **silently** (no breaking animation, no drops). - Save their full state (orientation, half, color, facing). - On deployment: - Restore them **exactly as placed originally**. - No items should ever drop during extraction or deployment. - This applies to: - Doors (all types) - Beds (all colors) --- ### 3️⃣ Prevent Item Drops During Structure Deployment **Problem:** - When deploying structures via **Extract All Structures**, containers may drop their contents. **Required Fix:** - During structure deployment: - Temporarily disable block drop logic. - Place blocks using **setBlockState / restoreBlockEntity**, not natural placement. - Ensure: - No items drop to the world. - All contents are restored safely inside containers. --- ### 4️⃣ Hostile Mob Relationship Fix (Allied Deployments) **Problem:** - Deployed hostile mobs (e.g. zombies) are ignored by other hostile mobs. **Required Behavior:** - When a mob is deployed: - It becomes **friendly to the player**. - It becomes **hostile to all other hostile mobs**. - Example: - A deployed zombie should be attacked by wild zombies, skeletons, creepers, etc. - The deployed mob should fight back. - Deployed mobs must: - Never attack the player. - Never attack other deployed allies. - This applies to **all hostile mobs** that can be deployed. --- ### 5️⃣ Stability & Consistency Rules - No visual item drops during extraction or deployment. - No block break particles for doors, beds, or containers. - Works with: - Single extraction - Extract All Structures - Deploy All Structures - Multiplayer-safe. - No desync between client and server. --- ### 6️⃣ Validation Checklist - [ ] Double chests stay merged after deployment - [ ] Double chest inventories fully restored - [ ] No items drop when extracting or deploying structures - [ ] Doors and beds do not break or drop - [ ] Doors and beds restore correctly - [ ] Deployed hostile mobs are attacked by wild hostile mobs - [ ] Deployed mobs never attack the player - [ ] Extract All Structures works safely --- Goal: Make structure extraction and deployment **lossless, stable, and immersive**, matching chest behavior and MGSV-style Fulton logic. Edit v68: Fix Door Extraction & Hostile Mob Targeting Update the Fulton Extraction & Deployment system with the following fixes. --- ### 1️⃣ Door Extraction Fix (Structures) **Current Problem:** - When extracting a structure that contains a **door**: - The door breaks. - Door items drop on the ground. - This happens during extraction (before storage). **Required Behavior (Match Chest System):** - Doors must behave **exactly like chests** during extraction. - On extraction: - Do NOT break the door naturally. - Do NOT spawn item drops. - Remove the door silently. - Save the full door state: - Upper/lower half - Facing direction - Open/closed state - Door type - On deployment: - Restore the door exactly as it was. - No item drops, no breaking animation. **Important:** - This applies to **all door types**. - Extraction must be lossless and silent. - Door logic should use the same container-safe removal flow used for chests. --- ### 2️⃣ Hostile Mob Targeting Fix (Allied Mobs) **Current Problem:** - Extracted and deployed hostile mobs (e.g. slimes, zombies): - Are friendly to the player (correct) - But are **ignored by wild hostile mobs** (incorrect) - Example: - A deployed slime is NOT attacked by other slimes. **Required Behavior:** - Deployed mobs must: - Be friendly to the player. - Be hostile to **all wild hostile mobs**, including their own type. - Wild hostile mobs must: - Target deployed mobs as valid enemies. - Deployed mobs must: - Defend themselves. - Attack wild hostile mobs. - Never attack the player. - Never attack other deployed allies. **Examples:** - Deployed slime ↔ wild slimes → they fight - Deployed zombie ↔ wild zombie → they fight - Deployed mob ↔ skeleton/creeper → they fight --- ### 3️⃣ Technical Rules - No item drops during door extraction. - No block break particles for doors. - Mob targeting must work in: - Singleplayer - Multiplayer - No changes to chest behavior (already correct). - No crashes or AI freezes. --- ### 4️⃣ Validation Checklist - [ ] Doors do NOT drop items on extraction - [ ] Doors restore correctly on deployment - [ ] Deployed hostile mobs are attacked by wild hostile mobs - [ ] Deployed mobs fight back - [ ] Deployed mobs never attack the player - [ ] Deployed mobs never attack allies - [ ] Works for slimes, zombies, skeletons, etc. --- Goal: Make structure extraction fully lossless (doors included) and ensure deployed hostile mobs participate correctly in world combat.
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Dec 19, 2025, 04:08 PM
User request: # Fulton Extraction Mod (MGSV-inspired) ## Key Features - Tranquilizer Pistol: non-lethal sleep darts; limited ammo; boss weakness/upgrades; authentic sounds. - Fulton Extractor: sleeps/passives balloon lift; persistent capture with name/type/properties; cooldowns; deployment via balloon/teleport; wakes/removes sleep; captured mobs become allies after deployment. - Ally system: captured mobs become non-hostile allies, follow/defend; ally status persists across reloads. - Persistent capture/storage: mobs stored across world reloads with preserved random name and type; optional in-world name visibility. - Management/UI: GUI to manage captured mobs with per-mob icon, name, type, quantity; deployment and feedback visuals; scrollable list; deploy requested mob to player; mass deploy/extract via buttons. - Deployment zone: Deploy Zone Marker sets deployment locations; deployed mobs spawn at marker as allies; visual indicator; marker movable. - Visuals/audits: MGSV aesthetic; long-range extraction indicators via 3D yellow wool indicator; polished cues for sleep, extraction, deployment, combat. - Mass operations: mass extraction of deployed mobs; mass deployment from storage; /extractall and /deployall plus individual /extract /deploy by mob names. - Crafting/items: craftable mod kit; high-quality textures for Fulton Extractor, Tranquilizer Pistol, Deploy Zone Marker; new block storage UI (optional). - Block extraction (Edit v18+): extract blocks via Fulton; blocks stored in Block Storage; separate Block Management UI; deploy blocks to player or zone; blocks behave normally after placement. - Optional features: Dhourse (horse) deployment; single active Dhourse; saddle on deploy; commands for deploying/extracting specific mobs; 3D yellow wool indicators for extraction; long-range indicators for blocks/mobs. ## Version Changes - v2: Fix deployment wakes mob; retain ally status; improved animation/icon; random name tags; GUI textures; deploy zone visuals. - v3: Crash safety; pre-extraction validation; single-activation guard; safe removal post-animation; multiplayer/survival safety. - v4: Balloon extraction animation; deployed mobs become allies; enhanced visuals/polish; compatibility with ally behavior. - v5: Balloon textures upgraded; mass extraction button; deployed mobs as non-damaging allies; robust integration. - v6: Balloon texture and mass extraction notches refined; textures for all items. - v7: Balloon extraction fix; mass extraction button; improved integration. - v8: Balloon textures upgraded; new item textures; integration polish. - v9: Balloon replaced with flying chicken model; extractor texture upgrade; deployment visuals improved; maintain ally behavior. - v10: Flying-chicken deployment; craftable mod kit; add /extractall and /deployall; kit/deploy zone textures updated. - v11: Balloon texture changed to yellow wool; later 3D wool indicators planned. - v15–v16: Balloon textures to 3D yellow wool; deploy zone redesign; reorganized textures; slime damage on contact; Dhourse enhancements; /deploy and /extract with mob names. - v17: Mod Kit texture improvement; Dhourse one active at a time; Dhourse extraction fully removes from captured list (not stored as captured mob). - v18: Block extraction capability; Block Storage UI; block deployment; safe persistence; non-interference with mob systems. - v19: Mob/block lift with yellow wool indicator; long-range visibility; storage integration; stable visuals. - v20: UI overhaul for clarity; scroll/pagination; bottom control bar; performance boosts. - v21: 3D yellow wool indicator for extraction; long-range visibility; visually consistent. - v22: Structure/Clay extraction: grouping of blocks into structures; entire structure lifts; 3D indicator; group UI for deployment; structure deployment preserves contents. - v23: Safe packet registration; prevent multiple initializations; stability for multiplayer; optional debug logging. - v24: Faster deployment animation; persistent 3D yellow wool during descent; block/structure/mob rules updated for instant or quick deployment; compatibility with existing systems. - v25: Instant deployment with optional attached yellow wool; stable descent; enhanced visibility; attachment supports various mob types; optional offset polish. - v26: Instant deployment without sky descent unless enabled; optional yellow wool indicator; rules for blocks/structures/mobs; compatibility with mass deploy/extract. - v27–v29: Texture refinements; Dhourse and clay integration tweaks; ensure bonus chest spawn and modkit/clay presence on world entry. - v30: Structure, block, mob, and chest deployment without portal visuals; instant safe spawn; UI structure/menu integration; crash-free. - v39: Mob extraction/deployment animations; block extraction animation; clay-based structure integrity; structure menu button; crash-free UI. - v40: Structure naming on extraction; named structures stored; chest/container extraction preserves contents; rotated/oriented deployment; editable names at extraction; stable UI. - v41: Mass Extract feature for all deployed content; group-based chest preservation; UI for group names and extraction; stable multiplayer-safe. - v42: Group naming on deployment; group-based mass extract by chosen name; group preservation for blocks with chests; UI for group management and counts. - v43: Unlimited storage/extraction: any size; unlimited storage for blocks/structures/mobs/items; infinite mob storage; single unified extraction UI with tabs; performance-safe. - v44: Remove Block Storage item; Block Storage UI becomes visual/UI-only; grid-based block UI with 3D icons; enhanced structure storage UI; unified storage navigation; instant deployment feedback. - v45: Crash fix for opening Structure Storage Menu; safe client initialization; null checks; client/server separation; error logging. - v46: Mass extraction controls for Structures and Blocks; Extract All Deployed for structures/blocks; top-right placement; safety for multiplayer; no item drops. - Edit v47: Delete deployment group feature; remove group UI/logic; press G does nothing/unbound; update extraction buttons to extract all without groups; clean storage logic; remove unused group code; safe menus with zero or large content. - Edit v50: Fix crash when opening Structure Storage Menu; safe UI initialization; server/client separation; validate and handle zero structures; robust error handling. - Edit v51: Disable space checks for structure deployment; forced placement; overwrite area; handle entities; multiplayer-safe; server-side only. - Edit v52: Extract All Deployed Blocks button: empty-state no-ops; server-side extraction; parity with structures; no visuals if none. - Edit v53: Parity with structure extraction for blocks; reuse same pipeline; deployment registry; server-side; no world scans; space checks removed; identical visuals. - Edit v54: Chest/container extraction preserves inventories; serialization before removal; no item drops; block storage persistence; server sync. - Edit v55: No item drops during container extraction; serialization before removal; suppress vanilla drop logic; containers removed after animation; supports multiple container types. - Edit v56: Instant removal after serialization; animation remains; no drops; preserve storage data; container inventory cleared prior to removal. - Edit v57: Clear container inventories before removal; preserve storage data; animation plays; instant removal; supported containers list. - Edit v58: Add Fulton Balloon Block with uploaded texture; block rendering rules; behaves like wool block; MGSV aesthetic; no new effects. - Edit v60: Replace all yellow wool visuals with Fulton Balloon Block for extraction visuals; client-side only; maintain MGSV aesthetic; no texture/registry changes beyond replacement. - Edit v61: New deployment animation: Fulton Balloon Block appears above target; object descends visually; mobs no fall damage; deployment visuals for mobs/blocks/structures; balloon block removed after drop; multiplayer-safe. Notes - Mod emphasizes MGSV aesthetic, crash-free stability, and cross-version persistence for mobs, blocks, structures, and chests with unlimited storage and robust UI. Edit v63: Update the Fulton deployment animation with the following fixes: 1️⃣ Correct Animation Start Height The deployment animation should start exactly at the vertical level where the extraction animation ends, not high in the sky. For mobs, blocks, or structures: Record the last Y-level of the object at the end of extraction. Begin the deployment descent from this Y-level. This ensures smooth continuity between extraction → deployment. 2️⃣ Remove Duplicate Fulton Blocks & Circular Motion Currently, deployed mobs show 2 Fulton Balloon Blocks moving in a circle. Fix the system so: Only 1 Fulton Balloon Block is visible during deployment. The balloon block remains stationary above the mob during the entire descent. No circular or spinning motion. The balloon block should be positioned slightly above the mob, consistent with the extraction animation height. 3️⃣ Deployment Behavior The mob, block, or structure: Descends smoothly from the balloon to the ground. Remains fully visible during descent. Mobs should not take fall damage. The balloon disappears cleanly after deployment completes. Deployment works consistently in singleplayer and multiplayer. 4️⃣ Visual & Style Balloon block uses custom Fulton Balloon texture. Height above the object matches extraction animation. Consistent MGSV Fulton aesthetic. No extra blocks or artifacts appear during deployment. 5️⃣ Validation Checklist Deployment starts at correct height (end of extraction animation). Only 1 Fulton Balloon Block visible. No circular motion of balloon block. Mob/blocks/structures descend smoothly. Mobs do not take fall damage. Animation is visually consistent with extraction. Works in multiplayer and singleplayer. No leftover artifacts or duplicate balloons. Edit v64: Adjust Deployment Start Height Deployment animation should start exactly at the Y-level where the extraction animation ends. The object (mob, block, or structure) begins descent from this level, not from a high altitude. This ensures smooth transition from extraction → deployment. 2️⃣ Adjust Fulton Balloon Block Position The Fulton Balloon Block should be positioned slightly above the object during deployment. Increase the vertical offset from the object so that: The balloon is clearly visible above the mob The mob is directly below, not obscured by the balloon The balloon should remain stationary; no spinning or circular motion. 3️⃣ Deployment Behavior Object descends smoothly from start height to ground. Mob does not take fall damage. Balloon disappears cleanly when deployment completes. Works for all extracted entities: mobs, blocks, chests, and structures. Fully compatible with singleplayer and multiplayer. 4️⃣ Visual & Style Balloon block uses custom Fulton Balloon texture. Height above the object should visually match MGSV Fulton aesthetic. Descent animation remains smooth and visually connected to the balloon. No extra blocks or artifacts should appear. 5️⃣ Validation Checklist Deployment starts at correct (lower) height. Balloon block sits slightly higher above the mob than before. Mob descends smoothly to ground. Only one Fulton Balloon Block is visible. No circular motion. Mobs take no fall damage. Works for all extraction types. Multiplayer-safe and stable. No leftover balloon artifacts. Edit v65: Update the Fulton deployment system so that all objects — mobs, blocks, and structures — use a consistent deployment animation. 1️⃣ Animation Start Position Deployment should start at the Y-level where extraction ended. Balloon block should be slightly above the object (offset +1 or +1.5 blocks, tweak for visual clarity). Prevent spawning animation too high in the sky. 2️⃣ Visual Animation Spawn 1 Fulton Balloon Block above the object. Object (mob, block, structure) descends smoothly from balloon to final position. Balloon is stationary, no spinning or circular motion. Object is fully visible during descent. Optional: subtle particle effect for immersion. 3️⃣ Mob-Specific Rules Deployed mobs do not take fall damage. AI resumes normally after deployment (can move, attack, follow, etc.). Status, health, and inventory preserved. 4️⃣ Technical / Client Rules Balloon block and descent animation are client-side visuals only. Actual placement of blocks/structures/mobs happens server-side after animation completes. Must be multiplayer-safe and crash-free. Remove balloon block cleanly after deployment. 5️⃣ Implementation Guidance for CreativeMode You can explain it using pseudo-code logic so CreativeMode can understand how to generate it: // Example pseudo-code for CreativeMode logic World world = getWorld(); BlockPos targetPos = getDeploymentPosition(); // Spawn balloon slightly above target BlockPos balloonPos = targetPos.up(1.5); spawnClientBlock(FultonBalloonBlock, balloonPos); // Animate object descent animateObjectDescent(object, startY=balloonPos.getY(), endY=targetPos.getY(), duration=animationDuration); // After animation completes placeObjectAtTarget(object, targetPos); removeClientBlock(balloonPos); // Special mob rule if(object instanceof MobEntity) { disableFallDamage(object); } Notes for CreativeMode: spawnClientBlock → Balloon visual only animateObjectDescent → linear or smooth descent to target placeObjectAtTarget → server-side placement disableFallDamage → prevents mobs from dying on landing 6️⃣ Style & Visual Guidelines Balloon uses custom Fulton Balloon Block texture. Balloon is slightly above object (like extraction visuals). Smooth vertical descent for all objects. MGSV Fulton aesthetic consistent across mobs, blocks, and structures. 7️⃣ Validation Checklist Mobs descend smoothly with balloon above. Blocks descend smoothly with balloon above. Structures descend smoothly with balloon above. Balloon block is stationary, only 1 per deployment. Deployment starts at correct height (extraction end / ground). Mobs take no fall damage. Animation is stable in multiplayer and singleplayer. No leftover balloon artifacts. Edit v66: Update the Fulton deployment system so that all deployments (mobs, blocks, structures) use a Fulton Balloon Block + descent animation starting from Y = -49.26454. 1️⃣ Deployment Start Position Animation starts at Y = -49.26454. Balloon block positioned slightly above the object (+1 to +1.5 blocks) for clear visual. Smoothly descends from start Y to target position. 2️⃣ Visual Animation Spawn 1 Fulton Balloon Block above the object (stationary). Object (mob, block, structure) descends from Y = -49.26454 to its target position. Balloon is visible during descent. Optional: subtle particles for immersion. 3️⃣ Mob-Specific Rules Mobs do not take fall damage. AI resumes normally after deployment. Status, health, and inventory preserved. 4️⃣ Technical / Client Rules Balloon and descent animation are client-side only. Object placement is server-side after animation completes. Remove balloon block cleanly after deployment. Must be multiplayer-safe. 5️⃣ Implementation Guidance (Pseudo-Code) World world = getWorld(); BlockPos targetPos = getDeploymentPosition(); // where mob/block/structure will land // Fixed starting Y-coordinate for animation double startY = -49.26454; // Spawn balloon slightly above object BlockPos balloonPos = new BlockPos(targetPos.getX(), startY + 1.5, targetPos.getZ()); spawnClientBlock(FultonBalloonBlock, balloonPos); // Animate object descent animateObjectDescent(object, startY, targetPos.getY(), duration=animationDuration); // After animation completes placeObjectAtTarget(object, targetPos); removeClientBlock(balloonPos); // Disable mob fall damage if(object instanceof MobEntity) { disableFallDamage(object); } 6️⃣ Style & Visual Guidelines Balloon uses custom Fulton Balloon Block texture. Balloon positioned slightly above the object. Descent animation matches MGSV Fulton aesthetic. Works for mobs, blocks, and structures. 7️⃣ Validation Checklist Deployment starts at Y = -49.26454. Balloon block is stationary and slightly above object. Smooth descent to target position. Mobs take no fall damage. Animation works for all objects. Multiplayer-safe and stable. No leftover balloon artifacts. Edit v67: Fix Structure Deployment, Containers, Blocks & Mob Relations Update the Fulton Extraction & Deployment system with the following fixes and behavior changes. --- ### 1️⃣ Double Chest Integrity Fix (Structures) **Problem:** - When deploying a structure that contains a **double chest**, the chest splits into two single chests. - When using **Extract All Structures**, the chest drops its items on deployment. **Required Fix:** - Treat double chests as **one logical container**, not two separate blocks. - On extraction: - Save the chest as a **single container entity** with: - Correct orientation - Left/right pairing - Full inventory contents - On deployment: - Recreate the double chest **exactly as it was**. - Restore all stored items. - Prevent **any item drops** during deployment or extraction. - Use the same internal logic already used for **single chest extraction**, extended for double chests. --- ### 2️⃣ Door & Bed Extraction Fix (Structures) **Problem:** - When extracting structures with doors or beds: - Doors break into pieces. - Beds split and drop to the floor. - Items appear briefly before extraction completes. **Required Fix:** - Doors and beds must behave like chests: - On extraction: - Remove them **silently** (no breaking animation, no drops). - Save their full state (orientation, half, color, facing). - On deployment: - Restore them **exactly as placed originally**. - No items should ever drop during extraction or deployment. - This applies to: - Doors (all types) - Beds (all colors) --- ### 3️⃣ Prevent Item Drops During Structure Deployment **Problem:** - When deploying structures via **Extract All Structures**, containers may drop their contents. **Required Fix:** - During structure deployment: - Temporarily disable block drop logic. - Place blocks using **setBlockState / restoreBlockEntity**, not natural placement. - Ensure: - No items drop to the world. - All contents are restored safely inside containers. --- ### 4️⃣ Hostile Mob Relationship Fix (Allied Deployments) **Problem:** - Deployed hostile mobs (e.g. zombies) are ignored by other hostile mobs. **Required Behavior:** - When a mob is deployed: - It becomes **friendly to the player**. - It becomes **hostile to all other hostile mobs**. - Example: - A deployed zombie should be attacked by wild zombies, skeletons, creepers, etc. - The deployed mob should fight back. - Deployed mobs must: - Never attack the player. - Never attack other deployed allies. - This applies to **all hostile mobs** that can be deployed. --- ### 5️⃣ Stability & Consistency Rules - No visual item drops during extraction or deployment. - No block break particles for doors, beds, or containers. - Works with: - Single extraction - Extract All Structures - Deploy All Structures - Multiplayer-safe. - No desync between client and server. --- ### 6️⃣ Validation Checklist - [ ] Double chests stay merged after deployment - [ ] Double chest inventories fully restored - [ ] No items drop when extracting or deploying structures - [ ] Doors and beds do not break or drop - [ ] Doors and beds restore correctly - [ ] Deployed hostile mobs are attacked by wild hostile mobs - [ ] Deployed mobs never attack the player - [ ] Extract All Structures works safely --- Goal: Make structure extraction and deployment **lossless, stable, and immersive**, matching chest behavior and MGSV-style Fulton logic.
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This mod is licensed under the CreativeMode Mods License.