
Mcheli-O
Mcheli Overdrive aims to be as realistic as possible while providing players with an immersive and exciting Military Technology Minecraft experience. It is a modified version of the original Mcheli mod, which includes significant changes and improvements.
Tags
Creators
Details
2.2
Compatibility
Changes
MC Heli Overdrive — Vehicle Icons, Tech Progression & Stability Update
Reworked Vehicle Inventory Icons
- MC Heli's existing 3D vehicle inventory icons have been completely reworked for performance.
- Instead of rendering the full live vehicle model every time an inventory, creative menu, GUI, or NEI page is drawn, MC Heli now generates a model-derived snapshot once and reuses it as a normal texture.
- This keeps the same 3D-style presentation without repeatedly rendering complex vehicle geometry in GUI screens.
- Generated icons are used across:
- Inventory
- Hotbar
- Creative menu
- GUIs
- NEI
- Once generated, icons are cached to disk and reused on future launches.
- Equipped, dropped, and spawned vehicles still use their normal live 3D rendering.
Much Better Vehicle Icon Framing
- The new snapshot system also significantly improves how vehicles are presented inside their icons.
- Vehicle icons are framed around the visible rendered vehicle instead of relying only on raw model bounds.
- Aircraft, helicopters, tanks, ground vehicles, and ships now use different presentation presets so each class fills the available space more naturally.
- Planes and other wide vehicles are scaled more aggressively so they no longer appear unnecessarily tiny.
- Long ships and unusually offset models are handled more carefully to reduce clipping caused by strange model origins or proportions.
- Tanks and other ground vehicles retain a stable elevated presentation angle.
- Icons automatically center and scale around the vehicle's visible silhouette.
- Vehicles that still approach an icon edge are automatically recentered and reduced before the snapshot is accepted.
- Older cached snapshots automatically regenerate using the improved framing system.
Smoother Icon Generation
- Uncached vehicle icons are prepared gradually instead of forcing complex model work into a single frame.
- Browsing large creative or NEI inventories should be substantially smoother while new icons are being generated.
- Vehicle models can now be loaded specifically for icon generation, so a vehicle no longer needs to be held or spawned before its snapshot can appear.
- Cached icons load directly without rebuilding or rendering the vehicle again.
- Temporary queue congestion no longer causes otherwise valid icons to permanently fail.
- Missing icons remain queued and retry automatically when resources become available.
- While an icon is still being generated, MC Heli temporarily displays the vehicle's normal authored sprite.
Independent Technology Progression
- Added an optional MC Heli-specific technology progression system.
- Every bundled vehicle now has a technology year and corresponding progression tier.
- Progression supports full and half tiers for more gradual unlocks.
- Servers can control MC Heli progression independently from other mods.
- Technology restrictions can apply to:
- Crafting
- Vehicle placement
- Dispenser deployment
- UAV spawning
- Entering vehicles
- Controlling vehicles
- Already-owned vehicles and existing world entities are preserved instead of being deleted when progression settings change.
- Vehicle items display their technology information in tooltips.
- Creative and operator bypass behavior can be configured by server owners.
Full Bundled Vehicle Classification
- All 503 bundled MC Heli vehicle definitions now participate in the technology system.
- Classification includes:
- Helicopters
- Planes
- Tanks
- Ground vehicles
- Ships
- Drones
- Civilian vehicles
- Artillery
- Static weapons
- Launchers
- Support vehicles
- Alternate weapon and loadout variants
- Historical variants use their own appropriate introduction years where necessary instead of forcing entire vehicle families into one date.
Improved Dismounting
- Fixed the long-standing issue where leaving some MC Heli vehicles could interfere with Sneak for several seconds.
- Dismount input is now separated from normal Minecraft Sneak handling.
- Vehicle exit requests now reject stale or mismatched dismount attempts.
- Player movement is returned to normal Minecraft control immediately after leaving a vehicle instead of repeatedly forcing the player back to MC Heli's exit position.
- Pilot, passenger, gunner, and rack exits now share the corrected placement behavior.
- This should also reduce conflicts with other mods that track or modify player movement.
Fixed Pilot Seat Positioning
- Fixed a regression that could place pilots too high above their configured seat position.
- Rider offsets are no longer applied twice.
- Pilot and passenger positioning should now match authored seat locations more consistently.
Improved Vehicle Model Loading
- Vehicle models now load when they are actually needed instead of eagerly parsing every vehicle during startup.
- Large MC Heli installations should do significantly less unnecessary model work during startup.
- Improved model caching and reload behavior so changed models can refresh without unnecessarily discarding working ones.
- Fixed multiple model-loading and rendering issues involving:
- MQO models
- Case-sensitive resource paths
- VBO render state
- Throwable models
- Texture repair and model preparation now integrate more cleanly with the lazy-loading system.
Internal Compatibility Improvements
- Replaced the old custom dismount bytecode transformer with UniMixins.
- Cleaned up large amounts of decompiled source naming while preserving existing behavior.
- Removed obsolete duplicate implementation fragments without changing existing addon-facing behavior.
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:zsMTkPUJ:9eqsSfhR"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:zsMTkPUJ:9eqsSfhR"
}
