
EASY BEACON PLACEMENT
Preview a beacon pyramid as a colour-coded hologram, then build the whole thing in one click.
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Changelog
1.1.0
Minecraft 26.2. Fixes, a large performance pass, and protection-mod support on NeoForge.
Fixed
- A beacon held in your offhand could never be placed. The preview accepted a beacon in either hand, but the client-side placer only ever looked at the hotbar — so parking the beacon in the offhand and filling the hotbar with base blocks, which is the obvious way to carry both, built the entire pyramid and then stalled out with "couldn't be placed" where the beacon should go. Either hand now works, for base blocks as well as the beacon.
- Builds ran out of material halfway through. By default the preview sized itself to every base block you were carrying, but the client-side placer can only use what is in a hand. A pyramid sized to your backpack therefore aborted partway with "out of base blocks". The preview now sizes itself to what the path it will actually take can reach: the whole inventory when the server has the mod and is doing the building, the hotbar and offhand when the client is.
- Paper: spawn protection was not enforced, despite the mod, the plugin description and this changelog all saying it was. A player could build inside spawn protection through the plugin where they could not by hand. It now applies the same test vanilla does.
- Paper: blocks vanished when a refund did not fit. If a protection plugin vetoed a placement
and the player's inventory was full, the refunded block was silently dropped on the floor of
addItem— and the inventory is at its fullest precisely when a build has just failed. Leftovers are now dropped at the player's feet. #RRGGBBconfig colours came out invisible. Six-digit colours were read asAARRGGBB, giving them alpha 0. Six digits now means fully opaque, over-long values are rejected instead of being truncated into something that happens to parse, and a malformed colour is reported in the log at load rather than silently drawn as nothing.- Server-side builds no longer load — or generate — a chunk as a side effect of a request whose edge falls outside the loaded area.
- Client-side builds gave up while you were still walking over to them. The build ended after three seconds without a block landing — but a tier-4 base is nine blocks across, and crossing it to reach the far side takes longer than that, so walking to the rest of your own pyramid could end the build. Moving now counts as progress and only a player who has actually stopped is given up on, with a twenty-second ceiling so a build cannot follow someone who has wandered off.
- The claim that a beacon's tier is capped by the first incomplete layer counting up from the bottom had it backwards, and had been copied into the code, the README and the Modrinth page copy — the last two player-facing. Layers are numbered downwards from the beacon, so the blocked layer nearest the beacon caps the result: losing the bottom layer of a tier-4 pyramid still leaves a working tier 3, while losing the 3x3 directly underneath leaves nothing at all. The code was always right and is unchanged; the comment was wrong in the direction that invites someone to "fix" working code. The player-facing copies now say a beacon counts only the complete layers directly beneath it.
Changed
- The config file is rewritten after a successful load, so a file saved by an older version picks up fields added since instead of leaving them to be discovered from this changelog.
colorBeaconis gone. It never did anything: the beacon's outline carries the green/amber/red verdict, which has been true since the first release. Leaving it in the file only invited people to set a value and wonder why nothing changed.- "Out of base blocks" now says which blocks it means — the two placement paths can run out for quite different reasons, and only one of them means you are actually out.
Added
- NeoForge server-side placement now fires
BlockEvent.EntityPlaceEventper block, so land-claim and protection mods can veto individual positions exactly as they can a hand-placed block — and as they already could through the Paper plugin. Refused blocks are rolled back and refunded. Fired per block rather than as oneEntityMultiPlaceEventon purpose: a pyramid that clips the corner of someone's claim loses that corner and keeps the rest, instead of the whole build being silently refused. Fabric keeps direct placement — Fabric API has no block-place event to fire, so there is nothing standard to offer a placement to. - A proper README: what it does, controls, install (and what installing server-side actually buys you), the full config reference, and how to build and test the thing.
Internal
- The screenshot-capture test was still using the pre-26.2 game rule names (
doDaylightCycle,doWeatherCycle,doMobSpawning, nowadvance_time,advance_weatherandspawn_mobs). They failed as unknown arguments, and/gamerulereports that to chat rather than to the test, so the arena had quietly kept its day cycle and its mob spawning the whole time. PlacementPlan.computetakes the terrain as a parameter rather than reading block states itself, behind a smallTerrainReader. Reading a block state means block tags, which mean a loaded datapack, so asking the question inline made the planning arithmetic — tier selection, the material budget, the effective-tier rules — reachable only by booting most of the game. Behaviour is unchanged: the live path hands in a reader that reads the world.
Performance
Nothing here changes what you see; it changes how much work is done to show it.
- The preview is worked out in one pass over the terrain instead of up to four. Choosing a tier used to re-read every block of every candidate pyramid, largest first, until one fit — roughly 300 block lookups per tick at tier 4, plus a fresh list of positions for each attempt. It is now a single scan of at most 164, with the tier chosen from per-layer running totals.
- The hologram no longer re-bakes the block model once per block, every frame. A tier-4 preview was building 165 model-part lists, 165 random sources and 165 vertex-setting objects per frame, for two distinct blocks. Those are now built once per frame and shared. Colour parsing moved out of the per-block loop as well.
effectiveTier()is computed once when a plan is built rather than on every call — it is read once per tick and once per frame, and each call was allocating and walking the whole slot list.- The block-placement queue no longer searches for a support face twice per block, and picks its next target without allocating a vector per candidate.
- Server-side builds no longer restart the inventory search at slot zero for each of up to 164 blocks, and the Paper plugin looks up its block tags once instead of once per block.
1.0.0
First release. Minecraft 26.2.
Features
- Hologram preview. Hold a beacon and hold the preview key to see the pyramid before you build it, drawn as translucent ghosts of the actual block that will be placed.
- Sized to your inventory. Picks the largest tier you can complete (9 / 34 / 83 / 164 blocks for tiers 1–4). Blocks already correctly placed count towards it, so a half-built pyramid gets finished rather than rebuilt.
- Obstructions shown through terrain. Anything in the way is red and visible through solid blocks, because it is almost always buried and seeing the volume to dig is the whole point.
- A verdict, not a puzzle. The beacon's outline is green / amber / red for "will reach this tier" / "will only manage a lower one" / "won't work" — a tier-4 footprint is 9×9 and mostly off-screen, so you should not have to inspect it by eye.
- Positioning. Mouse wheel pushes the beacon along your line of sight; sneak + wheel moves it vertically. Works when aiming at open sky, not just at a block.
- One-click build, with placement verified against the world and retried rather than fired and forgotten.
- Modded base blocks work automatically via the
#minecraft:beacon_base_blockstag.
Platforms
- Fabric and NeoForge, client and server. The Fabric jar also loads under Quilt.
- Paper/Spigot server plugin, so the reach limit can be lifted there too.
- Installing server-side is optional everywhere: without it the mod still works client-side against vanilla, Paper and Spigot, just limited by interaction range.
Notes
- The client half is what you need; server-side installs only remove the reach limit.
- Server-side placement grants nothing a player could not do by hand — beacon still required in
hand, blocks still consumed, world border, world height and spawn protection all enforced, and
on Paper every block is offered as a
BlockPlaceEventso protection plugins can veto it.
Файлы
easy_beacon_placement-fabric-1.1.0.jar(71.66 KiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
1.1.0
Загрузчики
Fabric
Версии игры
26.2
Загрузок
19
Дата публикации
05.09.2026
