CurseForge · Minecraft mod
Visibilis
Visual Coding in Minecraft
Quick answer
Which Visibilis release matches 1.14.2 Forge?
visibilis-1.14.4-1.2.jar targets 1.14.4, 1.14.1, 1.14.3 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Visibilis required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does visibilis-1.14.4-1.2.jar need?
visibilis-1.14.4-1.2.jar on 1.14.2 Forge. Every mod below is checked against that same setup.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Visibilis without breaking your instance.
Built for visibilis-1.14.4-1.2.jar on 1.14.2 Forge. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use visibilis-1.14.4-1.2.jar. It targets 1.14.4, 1.14.1, 1.14.3 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside visibilis-1.14.4-1.2.jar. It opens that exact file at the source.
About this project
What does Visibilis add?
Current progress (31/01/2020)
About
Visibilis is a modification for Minecraft which contains basic functionality for in-game visual coding. It comes with a base structure of nodes, data types and an UI and allows for easy expansion.
The mod itself does not contain any gameplay elements or additions. It is only effectively usable by extending it with gameplay elements and allowing the player to use the visual coding interface.
Quick Start- Go ingame, get yourself a test item: /give @p visibilis:test
- Take it into your hands and type: /v edit
- Use the "Right Click Item" node to start an execution chain
- Code something, then right click the item to start it
- You can go to the screenshots tab (on this curseforge page) and copy something from there
Why...
Personally, I have tried several attempts of a modification which allows the player to create and customize spells while in-game. Even thought these have all worked (with the latest instance - Mundus Magicus - working very great in my opinion) I have never been happy with the design choices behind any of these.
The spells in these mods had to be created out of components put together in a specific structure. These structures of the various mods always allowed full customization and endless possibilities in their own ways, but also minor flaws in a way that would force you to sometimes put components in twice if you wanted to achieve a certain functionality.
So I realized that the problem I had was not the way I setup these spell structures, but rather a structure itself.
... Visual Coding?
So following up on the point above, I had several ideas of how to make a "no-structure" based spell mod. But all of these involved nodes and connections in one way or another. So I thought that I could also just make an entire visual coding functionality, as that would not be much more.
Additionally, while drafting some ideas, I took part in a "Nerd Memes" thread and someone said "make your own programming language for fun" as a meme which is kinda what I am doing (?).
Example Mod Ideas
Here are some basic mod ideas I have. I don't know if I am going make any of these (except for Magica Mundi) but these ideas are there so why not.
Magica Mundi - The magic things of this world (ON HOLD)
The sequel to Mundus Magicus: Visual coding to design, create and customize your own spells (In case you are wondering: Mundus Magicus - Magic world).
Also open source on GitHub: Magica Mundi.
VRobot - Programmable Mining and Building Robots
Programm your own machines. Kinda like the known Mining Turtles from Computer Craft. But in a more appealing visual programming language instead. Also open source on GitHub: VRobot.
Gamemodes - An idea
Add elements which can be interacted with in the visual coding interface, to allow the creation and customization of gamemodes. Eg. add some flags or bombs and allow the player to use these things in combination with the coding to create his own gamemodes, like: Search & Destroy (or CS:GO Competitive), Capture the Flag or Flag Conquest, etc..
Admin Tools - Another idea
Add basic elements which can be interacted with in the visual coding interface, to allow the creation and customization of administrative or world manipulation tools. This would be healing everyone in a certain area, restricting access of a part to certain players, quests or mining/reward areas, etc..
More ideas
Possibilities are endless. You will come up with something I am sure.
Project description from CurseForge.
Pick your setup
Visibilis by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.15.1
1 loader build1.15-Snapshot
1 loader build1.15
1 loader build1.14.4
1 loader build1.14.3
1 loader build1.14.2
1 loader build1.14.1
1 loader build1.14-Snapshot
1 loader build1.14
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Visibilis versions and loaders
visibilis-1.14.4-1.2.jar
27 Feb 2020
Looking for an older file? The official CurseForge project page is in Resources.