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Details
0.7.2
Compatibility
Changes
0.7.2
BetaMoon 0.7.2 expands the Lua engine with reusable fuel rules, persistent capabilities, connected and wireless logical networks, interactive container controls, configurable explosions, manifest-based multi-file mods, and broader debug exports.
Gameplay systems
- Add custom fuel rules with item and metadata matching, configurable burn times, priorities, predicates, and machine scopes. Vanilla furnaces and custom machines can share rules or accept different fuel sets.
- Add typed, persistent capabilities for blocks, items, tile entities, entities, players, worlds, and scripts. Capability values support validation, lifecycle callbacks, and controlled mutation through Lua handles.
- Add persistent world services and logical networks for connected or wireless systems. Scripts can model producers, consumers, storage, relays, channels, remote triggers, and other shared systems.
- Add seven Minecraft-style container GUI controls: buttons, icon buttons, checkboxes,
toggle buttons, sliders, text boxes, and choice selectors. The built-in sprites cover
interaction, selection, disabled, and invalid states and can be replaced by texture
packs under
bm_assets/betamoon/textures/gui/controls/. - Keep container behavior separate from GUI presentation, with keyboard focus, text editing, drag input, script-defined controls, per-state asset overrides, and reusable nine-slice frames.
- Add configurable world explosions with source attribution, fire and terrain policies, affected-block inspection, and before/after callbacks.
Mod packaging, tools, and fixes
- Add manifest-based directory and ZIP mods with arbitrary entrypoints, shared manifest
metadata, isolated private
requiremodules, complete-package preflight, and reload tracking. Existing single-file mods remain supported. - Give each manifested mod an isolated
assets/root for textures, sounds, models, and animations. Directory and ZIP layouts resolve identically, while texture-pack overrides retain their logical paths beneathbm_assets/. - Expand debug exports with script ownership, expected asset paths, fuels, capabilities, systems, logical networks, container controls, and explosion-related information.
- Package the multi-script Advanced 03 and 08-11 examples as manifested mods that use
private
requiremodules. The Beginner 19 export/import lesson remains two separate mods to demonstrate deliberate cross-mod sharing. - Fix hot reload so changing a registered block, tool, or armor
displayNameimmediately replaces its localization while preserving the native object and existing world state. - Fix enriched
ctx.world:getInfo()snapshots so world-service and item callbacks can read day, time, light-cycle, difficulty, and height data without disabling themselves.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:BwTdIvv1:M4gbxhic"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:BwTdIvv1:M4gbxhic"
}

