Zevvoryn

Zevvoryn — What’s New (English summary)

Status: 0.2.0 — Alpha (proof of concept). This is an early, actively-changing and unstable build. Some of the systems below are implemented and playable, but this is not a finished, polished server. Expect bugs, rough edges, and features that only half-work or don’t work at all yet. Almost none of this has been tested on a live running server under load — most of it was only checked with static syntax/bracket-balance checks, not by actually playing on a running world, so real-world behavior may differ. Back up your world.

0.2.0 — Mining, durability, armor & inventory

Block hardness & mining time — vanilla 1.21.1 hardness and material tables (generated into mining_data.gen.hpp); dig time is computed from the block and the tool in hand, matching vanilla break-speed math. A /digdebug command prints the per-block calculation.

Tool speed — correct “best tool” detection, tool speed multipliers, and the resulting tick count for every block, driven by the generated tables.

Item durability — tools, armor, shield, elytra and bow now take damage and wear out: when mining, when attacking, when blocking with a shield, and when armor absorbs incoming damage. Damage values follow vanilla 1.21.1.

Inventory fixes — real vanilla stack limits, armor-slot gating (you can no longer drop boots onto the helmet slot — each armor piece only fits its own slot), and proper reset of the held cursor / drag state on inventory changes.

Armor & equipping — vanilla damage absorption using armor + toughness, equipping armor in both survival and creative, and equipment changes are now broadcast to other players so they see what you’re wearing/holding.

Mob combat — attacking mobs applies damage with the correct cooldown and wears down the weapon, the victim’s shield, and the victim’s armor.

Skins & capes — /skin <name> lets an offline player wear any licensed nickname’s skin, /skin reset restores their own; /cape <id> puts on an official minecraft.net cape, /cape off removes it, and /capes lists what’s available. Skins and capes only work with online-mode=false — under online-mode=true capes are disabled on purpose, because handing minecraft.net capes to licensed accounts would violate the Minecraft EULA. If a cape is worn, the first /skin reset only warns; running it again within 15 seconds drops both the skin and the cape.


0.1.0 — Physics & server tooling (proof of concept)

What has been added (gameplay physics)

Fluids — water/lava flow ported to match vanilla FlowingFluid behavior (spread priority, slope-finding toward the nearest drop, source creation from 2+ neighboring sources, lava+water -> obsidian/cobblestone).

Environmental damage — drowning (checked at eye level), lava damage, freezing in powder snow, fire/soul fire contact damage, cactus and magma block damage, sweet berry bush damage on horizontal movement only.

Fall damage — softened/cancelled by water, cobwebs, powder snow, sweet berries, honey blocks; hay bales reduce damage 80%; slime blocks bounce; damage rounds up like vanilla.

Falling blocks — sand, gravel, concrete powder, dragon egg, anvils all fall correctly with real swept collision, turn into a proper falling-block entity while airborne, and go back to being a placed block (or drop as an item) on landing. Concrete powder hardens into concrete on contact with water. Vertical columns cascade down one after another.

TNT / explosions — TNT block -> real primed TNT entity, vanilla-shaped explosion raycasting, block destruction with partial drops, damage falloff, knockback, and chain reactions between nearby TNT. Includes anti-lag safeguards (explosion/collapse budgets per tick, TNT count caps) so a big chain of TNT doesn’t freeze the server, plus an overall world limit on /set, /replace, /copy//paste volume to stop accidental server freezes from huge selections.

Projectiles — ender pearls, snowballs, eggs, and experience bottles all use a shared swept-raycast flight path so fast throws can’t clip through walls; ender pearl teleport + fall damage on landing; experience bottles spawn real, visible experience orbs that are attracted to and picked up by nearby players instead of granting XP instantly and invisibly.

Buckets — fill/empty water, lava, and powder snow; repeated fill/empty cycles work without needing to relog.

Swimming & bubble columns — buoyancy in 2+ block deep water/lava; soul sand / magma block bubble columns push entities up/down with correct vanilla speed limits, and affect dropped items, falling blocks, TNT, and projectiles too.

Crop growth & world ticking — vanilla-style random block ticks drive crop growth (wheat, carrots, potatoes, beetroots, nether wart, sugar cane, cactus, kelp, vines, saplings growing into trees, pumpkin/melon stems), farmland moisture/drying based on nearby water, leaf decay, coral dying without water, cauldrons filling with rain/buckets, turtle/sniffer eggs hatching over time. Bone meal instantly advances supported crops.

Vehicles — boats and minecarts (client-authoritative movement, server validates and syncs position, boat paddle animations mirrored to other players, floating/gravity physics when no passenger is aboard).

Potion effects — poison, wither, regeneration, resistance, strength, and weakness now actually apply damage/healing/damage-modifiers over time, not just show the icon.

Villager trading — trade levels unlock gradually with trading XP (vanilla thresholds), trades restock automatically over time.

Server tooling — RCON server, whitelist system, a first-run setup wizard (language, RCON, Discord bot, web panel), a Discord bot with slash commands (list/say/cmd/tp/give/kick/gamemode/weather/time/ difficulty/stop/whitelist/save/status) with admin-role permission checks, and a browser-based web control panel (dashboard/console/ settings tabs, quick actions, live command console over WebSocket, status polling) restricted to localhost by default with optional password protection.

What is still missing or NOT working yet

Bottom line: a large amount of vanilla-like physics and server tooling is in place and playable, but this is still a proof-of-concept build — some systems are unfinished, a few are known to be buggy, and several large features (dimensions/portals, redstone/rail transport, mobs) simply aren’t there yet.