- camping: replace cube tent with A-frame slope panels (tent_panel_l/r) +
cardinal_direction permutations; vote-skip sleep that mixes
player.isSleeping bed sleepers with tent occupants and respects the
playersSleepingPercentage gamerule; new weathered-canvas texture.
- lobby: walk-through silverlabs:portal_field block (no collision,
translucent swirl, cross-plane geo) auto-placed above each portal frame;
invisible silverlabs:portal_label entity floats above each portal with
the destination world name; transfer detection now scans down through
the field to find the destination frame.
- postal: regenerate post_office and mailbox block textures so they fill
the full block face (brick + POST plaque, full red panel with slot/latch
/flag/rivets) instead of small sprites floating on transparent.
- dynamite + tow-boat: ship the addons (volumes wired into all four
worlds; enabled_packs registers them into Mya's world).
- art: build-textures.py extended; build-art-catalog.py added to project.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Tent pitches over a 2x3 flat footprint and lets players skip to dawn
without touching their spawn point. Hammock strings between two posts
3-6 blocks apart (straight or diagonal, +/-1 block height) and keeps
hostile mobs at bay while occupied. Both are craftable (wool/sticks and
wool/string) and mounted in all four worlds.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The itzg/minecraft-bedrock-server entrypoint rewrites server.properties
from env vars on every start. Any property edited via mc-manager's UI was
being clobbered because those env vars were set here. Remove them so
/data/server.properties (on the named volume) is the real source of truth:
- SERVER_NAME, GAMEMODE, DIFFICULTY, ALLOW_CHEATS, ONLINE_MODE,
MAX_PLAYERS, DEFAULT_PLAYER_PERMISSION_LEVEL
- LEVEL_SEED (jamie) — world already generated
- LEVEL_NAME — moved to docker-compose.override.yml, managed by
mc-manager so UI Set Active survives future deploys
Kept: EULA, SERVER_PORT (deploy-time wiring), OP_PERMISSION_LEVEL
(not a server.properties key).
Override file is gitignored so mc-manager's writes don't leak into git.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds an upgraded crafting block that scans the player's owned private chests
and aggregates their contents with the personal inventory when deciding which
recipes are craftable. Ingredients are consumed from the player first then
from chests; the result goes to the player (or drops at their feet).
Also redraws the post_office and mailbox block textures via a new
scripts/build-textures.py generator.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New silverlabs:cheeky_monkey mob that wanders the lobby watching players
and throwing harmless (knockback-only) silverlabs:banana_projectile at
them. Drops 1-2 silverlabs:banana (food) on death. Spawn rules target
jungle biomes for future deployment to survival worlds; for now the pack
is bind-mounted into the lobby service only.
Also bundles a stray docker-compose tidy from earlier local work
(Jamie's world seed pinned, pet addons dropped from Jamie).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
BDS reads pack activation from LevelDB, not world_behavior_packs.json.
The enabled_packs.json in config/default/ is the correct mechanism to
activate new packs in existing worlds. Bind-mounted so it survives
container recreates via CI/CD.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Villages now evolve organically as villager populations grow. The addon
scans every 5 minutes, clusters villagers by proximity, and places new
buildings (well, lamp post, houses, farm, blacksmith) adjacent to
existing villages as population thresholds are reached. State is
persisted across restarts via world dynamic properties.
Deploys to jamie, lyla, mya survival worlds only.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Tameable white chicken modelled on Hey Hey from Moana — custom plump
geometry, waddly walk/peck animations, hatching egg item, and vanilla
chicken sounds. Mounted on all 4 servers via docker-compose.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
50 eggs hidden per child world (Jamie/Lyla/Mya) in 8 creative hiding
scenes (barrels, hay bales, flower patches, logs, fences, crafting
tables, mossy ledges, leaf clusters). Each world uses a distinct glazed
terracotta colour. Found eggs are tracked via player tags which persist
across server transfers; lobby reads tags and maintains a scoreboard
leaderboard (egg_count objective). Gitea deploy workflow updated to
include easter-egg-addon/ and docker-compose.yml in checkout.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Portal frame crafted from obsidian + ender pearl, combined with crystals
(emerald/amethyst/prismarine) to create world-specific portal blocks.
Stepping on a portal block triggers transfer. Includes resource pack with
vanilla textures, block definitions, crafting recipes, and updated script.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Lobby addon detects players in portal zones at X: -15/0/15 and transfers
them to Jamie/Lyla/Mya survival worlds. Hub-return addon gives players a
recovery compass and chat commands (!hub, !lobby) to return to the lobby.
Includes docker-compose.yml for 4 Bedrock servers (lobby + 3 child worlds),
spark pet behavior/resource packs, and updated .gitignore.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>