EverGrims WerksTHE CROSSPLAY WERKSHOP

EverGrims Werks

Grims Space Cadet

Public testing 1.2.0 · Admin guide · Paper 26.3

A toy sabre, the Little Green Man and the Glow-Ray. The suits need nothing; the toys need BladeFX to fire.

For Minecraft Java 26.3 (resource pack format 97.1). It needs:

  • Paper 26.3
  • Packforge 0.2.0 or newer.
  • Geyser 2.12.0 or newer (with Floodgate) for Bedrock players
  • GrimsBladeFX 1.0.0 or newer, the first GrimsBladeFX for Paper 26.3. The Snack-a-Pult, the Glow-Ray and the

Space Cadet's set bonus run from it. Update it first (its jar into plugins/, in place of the older GrimsBladeFX jar).

On a Minecraft 26.2 server keep 1.1.0: the 26.2 build is in the 26.2 archive (archive/minecraft-26.2-content/packs/GrimsSpaceCadet-Complete-1.1.0.zip). Nothing of 1.2.0 has been run in game yet.

New in 1.2.0: 1.1.0 ported to Minecraft 26.3, with the same items, ids, looks, stats, recipes and effects (the README's "What's new in 1.2.0").

Unpack the Complete ZIP. Locate the named content namespace folder, the Geyser/ and Java/ folders, and the included instructions. Packs with effects also include a GrimsBladeFX/ folder.

1. Delete the older Space Cadet Bedrock pack

In plugins/Geyser-Spigot/packs/, delete GrimsSpaceCadet-Models-Bedrock-1.1.0.mcpack (and any other older GrimsSpaceCadet-Models-Bedrock-*.mcpack). An old pack left behind can win over the new one (Bedrock caches packs by UUID + version + size). On Packforge, /pf move (2a) removes it as well: it replaces any pack in Geyser's packs/ with the same manifest UUID, whatever its file name and however it got there, and its report names the file it replaced.

2a. Install on Packforge (the first choice on 26.3)

With the server running:

  1. Copy the zip's egw_spacecadet/ folder, Geyser/packs/GrimsSpaceCadet-Models-Bedrock-1.2.0.mcpack

and Geyser/custom_mappings/*.json into plugins/Packforge/drop/.

  1. Run /pf validate (a dry run), then /pf move (the .mcpack and the mapping go to Geyser's folders, the

configs to plugins/Packforge/items/egw_spacecadet/), then /pf zip.

2b. Alternative: copy the content manually

  1. egw_spacecadet/ -> plugins/Packforge/contents/egw_spacecadet/ (over the old files)
  2. Geyser/packs/GrimsSpaceCadet-Models-Bedrock-1.2.0.mcpack -> plugins/Geyser-Spigot/packs/
  3. Geyser/custom_mappings/*.json -> plugins/Geyser-Spigot/custom_mappings/ (over the old files)
  4. Start the server if it is stopped, and run /pf zip.

3. The GrimsBladeFX effects file

GrimsBladeFX/effects/egw_spacecadet.yml -> plugins/GrimsBladeFX/effects/: what the Snack-a-Pult, the Glow-Ray and the Space Cadet's set bonus do. It is GrimsBladeFX 1.0.0's own copy of the file, byte for byte (revision 4, the same file Space Cadet 1.1.0 shipped).

  • Coming from Space Cadet 1.1.0 with its file in place: nothing changes, so you can leave that copy as it is.
  • If you never edited the copy already there, copy this one over it. Do not leave an older copy to the automatic

upgrade: GrimsBladeFX upgrades only a copy that a released GrimsBladeFX wrote (keeping the old one beside it, for example as egw_spacecadet.yml.0.8.1.bak), and a copy from an earlier test build counts as edited and is kept.

  • If it was edited (the Snack-a-Pult's cooldown, say), GrimsBladeFX keeps it exactly as it is, and the Glow-Ray

fires nothing until that copy has the alien_raygun entry. How to tell: on every start and /gbladefx reload the console shows a GrimsBladeFX warning with code=effects.upgrade_skipped naming effects/egw_spacecadet.yml. To fix it, move your copy out of effects/, copy this one in, run /gbladefx reload, then make your changes again.

4. Restart the server

Geyser reads packs and mappings at start, so restart once everything is in.

Java/ holds a standalone resource pack for a single-player look; the server does not need it.

Glow: the small glow accents and the Lighter Saber's blade glow on Bedrock. On Java the helmet's accent and the blade glow too (light_emission, vanilla); the suit's accents glow only for players running the Entity Texture Features mod (the _e layers), and show as plain paint otherwise.

Glass: the Hotbox Helmet's bubble is see-through on Java. Bedrock has no see-through material for items, so there the smoke draws solid with clear gaps between the swirls.

The Little Green Man's eye catch-lights and the Glow-Ray's tip glow on both editions (Java light_emission, Bedrock glow bones).

GrimsBladeFX: by default a Glow-Ray hit deals 4 damage (two hearts, the same as a Snack-a-Pult snack) and makes the target glow for 5 seconds, one shot every 3 seconds per player. Without GrimsBladeFX the launchers do nothing, and the armour is still netherite-strong.