Databank
Overview
Databank is a library mod. It contains random, mostly rendering related libraries and utilities, as well as sound utils, data-driven multiblocks, block hiding, and music. These last three can be leveraged by modpacks if they so wish.
Feature Highlights
Notable features may include...
Databank Models
Databank allows for dynamically-animated block, item and entity models which support meshes. A Blockbench plugin is provided to generate Databank models. As a bonus, such models are resource packable.
Hidden
Data-driven hiding of blocks and items in the world as other blocks until certain conditions are met. A few built-in conditions for hiding are available - advancements and logical operators (AND, OR, NOT). More conditions and more hidden types can be easily added in your mod.
Post Processing Shaders
Databank adds its own loader for post processing shaders.
Multiblocks
Databank multiblocks are defined in json similarly to recipes, composed of a pattern and a key. They support tag- and blockstate matches.
Music System
Data-driven music playing, mostly tailored to boss themes and similarly looping music. Also includes a few OpenAL helpers for precise sound timing.
World Guis
A special system for rendering using a GuiGraphics and accepting per-pixel clicks in-world
Megablocks
Simple creation of blocks which take up multiple blocks of space
Megastructures
A special feature which allows you to save builds as json and spawn them in-world using code without any size limit
How to Install Databank (Mod)
Databank by Cmdpro is verified for Neoforge across Minecraft versions 1.21, 1.21.1 (latest release: 1.3.2, file size: 526 KB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.21, 1.21.1) and platform (Neoforge).
- Make sure you have the compatible loader or environment installed for Neoforge.
- Move the downloaded Databank file into your Minecraft
.minecraft/modsfolder and launch the game.
All Versions
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- Migrated AnimatedBlockItemUtil from Halcyon to Databank
### Changes
- Disabled automatic model version upgrading. The game will crash/freeze on load if outdated models are present. Update your models!
### Fixes
- Blacklisted all known Databank-dependent mods from Dark Mode Everywhere
- Moved interface for dynamically modifying item attributes from DnE to Databank
- Added a system for special conditions
- Added support for armatures in databank models
- Added utilities for stretched blits and nine slices
- Added a dialogue system
- Added a small utility for conversion between Rotation and Direction to DatabankUtils
- Added utilities for modifying the data of offline players
- Added utilities for instanced dimensions
### Changes
- Modified the databank model format; if you are a developer, please run the python script in the databank github to update your models
- Changed BasicMegablockCores to take in a BlockState in the getRotation method
### Fixes
- Fixed an issue where inflation on models would be inverted on y axis
- Fixed Megastructure logging error saying it was music controllers
- Fixed BasicMegablockCores not using the rotated shape when checking if it can place
- Fixed it being difficult to change the placement block state for BasicMegablockCores
- Fixed an issue where the BasicMegablockRouter would not properly set the "core" variable
- Made model renderers able to see the instance of the object when getting the model
### Changes
- Significant performance improvements for the hidden system (KhloeLeclair)
### Fixes
- Fixed Megastructures not properly saving block entities
- Fixed Megastructures failing to save if the bounds weren't defined in a specific way
- Added some util methods in ClientDatabankUtils for buffer source copy creation
- Added some util methods in ClientDatabankUtils for getting the currently used render buffer
- Added AFTER_HAND render stage
- Added the ability to define the render stage your shader should apply during
- Made post process shaders only get their uniforms if they are active
### Fixes
- Fixed impact frames not working until game resized for first time
- Fixed resize helpers not calling if a resize happens too early
- Added util for impact frames
- Added util for screenshake
- Added util for calling code when game resized
- Added fade method in both DoubleGradient and FloatGradient
- Added instant gradient points, these will instantly change instead of fading
- Added getTime method to shader instances which will include the partial tick
- Made in-game config editor appear
- Added accessibility options to config
- Added utils for calling code when your mods version changes for a level or player
- Fixed a crash if something is hidden as itself
- Improved client performance
- Added a method to hidden types that is only called when the client receives hidden data
- Added a util method to DatabankUtils for changing an items type
- Added a util method to ShaderHelper that checks for sodium OR sodium alternatives
- Added a config to forcibly enable/disable alternate chunk reloading logic from hidden blocks and alternate hidden colors logic
### Fixes
- Fixed sodium/embeddium breaking colors on hidden blocks/items
- Added the ability to send a trail somewhere else to handle what's left of it so that trails can be made to not just disappear
- Added the ability to automatically have a trail tick
- Added a small utility for rendering text on screen for debug purposes
- Added a method for checking how many positions a trail has
- Added a method for getting a position that a trail has stored
### Changes
- Improved ColorGradient fadeAlpha so that it creates points at the start and end positions so that the fade is always proper
- Made TrailRender throw an exception if you try to use more segments than time
- Added a reset method to trails
- Tweaked color gradient fading to multiply the values instead of just setting them
- Hopefully finally fixed CMEs
- Protected against CMEs more, now it shouldn't crash on reload