The four portal blocks referenced vanilla texture paths from their own pack
(emerald_block, amethyst_block, prismarine_bricks, end_portal_frame_top)
without shipping those files. While the blocks rendered through the legacy
blocks.json path this was invisible; once minecraft:geometry made
material_instances take effect the lookup failed outright and they rendered
as missing-texture.
Ships real 16x16 textures generated through scripts/build-textures.py: a dark
stone frame around a glowing field, one hue per destination -- jamie green,
lyla purple, mya teal, plus a gold-ringed frame. terrain_texture.json now
points at these instead of vanilla paths, so every key in the pack resolves
to a file the pack actually contains.
lobby_transfer_RP bumped to 1.0.1 so clients re-download rather than serving
cached art; the lobby world pin was updated to match.
Known issue, not fixed here: lobby_transfer_RP and hub_return_transfer_BP
share pack UUID b2c3d4e5-1111-2222-3333-fedcba654321. They never load on the
same server today, so the collision is latent, but it makes version bumps on
either pack risky and should be resolved with a fresh UUID plus a pin update.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015Gf1kZypRDfPL1YiWUS1LC
The first textures were a motif floating on a flat slab. That hits the
lesson already documented on mailbox_block(): an icon-like sprite "reads
as a placeholder when applied to all 6 faces of a cube". Replaced with
machine faces whose traces run out to the edges, so they connect across
tile boundaries and a wall of them reads as continuous circuitry --
transmitter radiating out, receiver feeding in.
Generated through scripts/build-textures.py using the existing palette and
rect/px/save helpers rather than an ad-hoc script, so they regenerate with
everything else. Running the pipeline also rewrites the other five
textures, but pixel-identically -- that churn is only a newer Pillow
re-encoding, so those files are left alone.
RP header bumped to 1.0.1 (with the BP dependency to match) because clients
cache packs by uuid+version and would otherwise keep serving the old art.
The lobby world pin was updated to match; a mismatch silently drops the
pack from the stack.
Adds build.sh to package the .mcaddon, mirroring addon/build.sh. It omits
that script's `-x` exclude: these packs have no dotfiles, and dropping it
keeps the script working with the 7-Zip `zip` shim on the workstation as
well as Info-ZIP on the CI runner.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015Gf1kZypRDfPL1YiWUS1LC
Single Python utility that catches the silent failure modes responsible
for today's debug session:
--audit-only walk every BP→RP manifest dependency, flag drift
(default) dry-run pin diff per world (resolves the active world
from server.properties so we never write to a stale dir)
--apply write corrected world_behavior_packs.json /
world_resource_packs.json over SSH
--restart after --apply, restart only containers whose pins
actually changed
Reads docker-compose.yml to discover what's mounted on each service,
preserves any pin whose pack_id isn't in our managed addon set
(vanilla packs, Security_Sandbox), and never hardcodes credentials —
takes --ssh-pass or env MC_SSH_PASS.
Drop into the deploy muscle memory:
python3 scripts/sync-world-pins.py --audit-only # CI-friendly
MC_SSH_PASS=… python3 scripts/sync-world-pins.py --apply --restart
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- 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>
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>
Switch from runCommand("transfer ...") to the @minecraft/server-admin
transferPlayer() function for reliable server-to-server transfers.
Enable Beta APIs experiment (gametest flag) in all 4 world level.dat files.
Add spawn protection to prevent transfer loops on arrival.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>