Files
horizon-airdef/docs
Ludovic Marie ddc115e969 Content mods: load real carried-over mods (large tables, convention tags, mod recipes)
Loading seven real NeoForge mods carried over by horizon-port-pack (about
1,000 blocks) broke the content root in four places:

- The per-state NBT tables (cached collision, occlusion, movement, worldgen
  block properties and support) passed the NBT reader's 1M-node cap once
  mod states were appended. They are trusted prepared tables with a row
  per state, so they now read and write with Limits::tables() (16M nodes,
  256 MiB) everywhere they are loaded.
- The overlay linked the base root by the path it was given, so a relative
  base gave dangling links. The base is made absolute first.
- Carried-over tags name blocks the port left out and other mods' items.
  Vanilla fails such a tag as a whole; entries naming ids nobody registers
  (or tags nobody defines) are now dropped, so the rest loads.
- Mods use the convention tags (c:dyes/red, c:glass_blocks/colorless).
  Content mods may add to data/c/tags/ as to vanilla's, and with content
  mods loaded the tag loaders read the c namespace and the mods' own.

Stonecutter and smithing recipes in mod namespaces load too (ids
<ns>:<name>), as crafting and cooking ones already did. With no content
mod nothing changes: the loaders read the minecraft namespace only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 23:24:34 +02:00
..

Horizon documentation

To play, use the launcher; the project site is playhorizon.dev. These pages are for developers.

Build and run

  • Build from source: your own copy of the game, resource preparation, cargo run.
  • Native client: options, controls, the dedicated server, horizon-ctl scripting, packaging, architecture.
  • Agent control: what AI agents can drive in the launcher and the game, and the design of the control socket, horizon-ctl and MCP.
  • Graphics: the Simple and Advanced graphics settings, the graphics benchmark and what it measured.
  • Benchmark: Horizon against vanilla 26.3 and vanilla with performance mods, on the same machine, world, path and settings: what is measured, how it is kept fair, how to reproduce it.
  • Shader packs: how the renderer draws a frame, the Horizon WGSL shader pack format (stages, uniforms, pack.toml, hot reload), and the plan to translate OptiFine/Iris packs.
  • Extras: optional zoom, minimap, FPS and keystroke overlays and auto-reconnect, all off by default.
  • Mods: Horizon's own mod system (Rust, sandboxed WebAssembly), how to make and install mods, and what carries over from Java mods.
  • Modpacks: porting whole packs (ATM10 and smaller): import, inventory, carry-over, an agent per mod with a harness against the Java original, coverage, and how "10x" is measured.
  • Launcher: installs, updates and starts builds; its CLI and MCP server; releasing it.
  • Resource packs: everything a 26.3 resource pack can change, whether Horizon honours it, and the proof.
  • Opt-in data collection: the consent, exactly what is sent, how it is stored and sent.
  • Benchmark report format: the versioned JSON every benchmark writes (game, launcher, tools/perf_bench.py), the local log and, with consent, the upload.
  • Menus: the title, world list, create world, multiplayer, options and pause screens share the launcher's design tokens and fonts (crates/horizon-theme), drawn by ui_theme over a live frozen backdrop (game/backdrop.rs, blurred and graded by post.rs). Options → Interface → Menu style switches to vanilla's screens (Classic, kept in horizon.txt; HORIZON_MENU_STYLE=horizon|classic overrides it, and scripted runs default to Classic). Title (webm), worlds, options, pause.

Parity

Architecture: world generation

Architecture: world data and simulation

The earlier Java track (no longer developed)