Home - AntonIT99/Flans-Mod-Ultimate-2.0 GitHub Wiki
Updated for version 2.2.
Gameplay
- Teams: player guide to joining teams, classes, respawning, Deathmatch, Team Deathmatch, Capture the Flag, Zombies, voting, ranked loadouts, rewards, and in-game arena setup.
- Apocalypse: the wasteland dimension, its biomes and generation, the AI-chip trigger and what it costs you, the things that live there, and the full config reference.
Vehicles and Aircraft
The FMU: Ships creative tab follows FMU: Vehicles. Water-only boats and ships appear there instead of Vehicles, including legacy ships stored as planes with disabled pitch and roll controls. Amphibious ground vehicles remain in Vehicles, and seaplanes remain in Planes. Definitions marked EpicShip also qualify. Ship paintjobs follow the usual creative inventory setting.
- Driveable Controls: detailed player controls for seats, weapons, ground vehicles, mechas, aircraft, optics, inventories, ammunition, and standing on moving driveables.
- Vehicle Optics: vehicle and seat scopes, middle-mouse controls, thermal/night sights, camera anchors, rangefinding and optics HUD configuration.
- Helicopter Flight: collective, rotorcraft physics, historical performance inputs, legacy fallbacks, and rotor animation.
- Vehicle Armour and Damage: physical armour in millimetres, virtual slopes, P100 penetration, normalized vehicle health, and armour-aware explosions.
- Realistic Vehicle Physics: optional real-world vehicle data, how it activates, what it replaces, the speed scales and enforced ceilings, and how legacy packs stay unchanged.
Weapons and Combat
- Fire Rate and Reloading: how cadence and reload time resolve for guns, AA guns and driveable weapon banks, sub-tick rates, magazines and
ReloadRounds, and which round a vehicle has chambered. - Penetration System: the abstract penetrating-power budget, kinetic derivation from mass and muzzle velocity, what spends it, player armour resistance, and which parts are gated by config.
Setup and Server Administration
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NPC Vehicles & Soldiers: selecting Flan NPC models by model kind and content pack.
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Packs Manager: how the optional companion mod distributes and extracts bundled content packs, where files are installed, and how backups work.
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Mod Config: user-facing guide to the generated TOML and properties files for gameplay, client options, content loading, and common setup choices.
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Commands: complete in-game command syntax for ammo, particles, teams gameplay, shoot point debugging, and server administration.
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Entity Permissions: Forge permission nodes for entering, attacking, and picking up driveables and placed guns.
Rendering and Troubleshooting
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Crafting: ingredient matching, vehicle crafting requirements, engine selection, and troubleshooting missing ingredients.
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Logging: main and debug log files and the shared logger used by the main module.
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Distant Horizons Integration: what the optional Distant Horizons support adds: far-terrain rangefinding, distant driveables and explosions drawn on the far terrain, and its client and server settings.
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Debug Rendering: what each coloured dot, vector and hitbox outline drawn in debug mode (F10) means, for driveables, AA guns, shots, impacts and melee.
Content Pack Creation and Development
- CurseForge Releases: independent, opt-in Gradle uploads for the main mod and every module on Minecraft 1.20.1 and 1.21.1, with destination configuration and previews.
- Creating a Content Pack Mod: step-by-step beginner guide to setting up the repository, creating a separate content pack mod, adding definitions and assets, building a JAR, testing, and distributing it.
- Category System: how to use JSON category files to apply or override content-pack settings for groups of items.
- Config Reference: legacy content-pack
.txttype parameters, inherited type behavior, expected formats, defaults, and parser notes. - Encrypted Optional Content: authoring and packaging optional encrypted translation and texture replacements.
- API: the public
com.flansmodultimate.apipackage for other mods: looking up content-pack definitions, driveable geometry, and client model previews.