Mods coming soon!
FILES:
- STARCRAFT.html: the complete standalone browser game.
- STARCRAFT_Modding_Kit.zip: a sample mod folder and the file-format guide.
- STARCRAFT_MODDING_GUIDE.md: the detailed mod file-format reference.
- STARCRAFT_Server/: shared multiplayer directory and WebSocket relay (deploy separately).
OPENING THE GAME:
Open STARCRAFT.html in a modern browser that supports WebGL.
MODS:
1. Click the MODS button in the upper-right corner.
2. To import one JSON pack, choose Import one mod JSON.
3. To import a folder, choose Import a mod folder and select the mod's root folder. The root needs manifest.json, blocks/items/biomes/recipes/mobs JSON files, and optional textures/ PNG images.
4. The included sample pack lives in ExampleGemMod/ after extracting STARCRAFT_Modding_Kit.zip.
5. New content registers into the game. New biomes are generated in new worlds or in chunks that have not yet been generated.
6. Use Export installed mod data to save a backup of the browser-stored packs.
MOD FORMAT
- manifest.json: metadata and filenames.
- blocks.json: block definitions, textures, solidity, and block drops.
- items.json: resource/tool/armor/food-like item definitions.
- biomes.json: biome terrain, surface/subsurface blocks, trees, and terrain heights.
- recipes.json: ingredient/result definitions and optional crafting-table/furnace station.
- mobs.json: mob appearance, hostility, stats, spawn biome restrictions, and drops.
- textures/: optional PNG files referenced from the JSON definitions.
TECHNICAL LIMITS
This is a starter JSON mod API, not full Minecraft Forge/Fabric parity. The game does not run mod-provided JavaScript. The current state format has 256 possible base-block IDs; 184 are built in, leaving about 72 for additional blocks and hidden mob skin blocks. The WebGL texture atlas reserves 32 unique custom 16x16 texture tiles; reuse texture/color definitions to stay within the limit. Blocks support cube or simple plant shapes, and mobs use basic humanoid/quadruped models.
WORLD CONTENT INCLUDED
- Birch forest with birch-log trees, birch leaves, and birch planks.
- Spruce forest and snowy spruce biome with spruce logs/leaves and spruce planks.
- Desert cactus and ocean terrain/water.
- Deepslate starts at logical Y=0, the bedrock floor is at Y=-60, and the storage layer is offset internally to preserve the engine's existing chunk format.
CONTROLS
- E: open/close inventory.
- C: crafting panel (look at a crafting table/furnace for station recipes).
- Left Shift: sprint while moving forward.
- Left Control: hold to crouch/sneak; crouching lowers your collision height and slows movement.
- Main menu Player: choose and save one of 30 player skins for multiplayer avatars and the first-person arm overlay.
- Creative: double-jump toggles flight; block breaking has no Survival mining cooldown.
- WASD: move; mouse: look; 1–9: select hotbar.
- Survival: attack mobs with left click while aiming; hold the left mouse button to mine blocks.
FIXES IN THIS BUILD
- Fixed a startup failure caused by the terrain vertical-offset constant being scoped to the chunk script instead of the main world engine.
- Fixed an undefined variable in block-light removal/recalculation that could break after placing or breaking blocks.
LATEST GAMEPLAY FIXES
- Removed the screen-flashing creeper explosion overlay; the in-world creeper fuse flash remains.
- Respawning now searches for solid ground with open space above it and resets the player's velocity/fall state.
- Fall damage is based on landing distance; drops of more than three blocks hurt the player.
- Ground collision checks support negative world Y values down to the bedrock floor at Y=-60.
- New worlds begin at midday, synchronized with the day/night clock.
- Hostile mobs spawn only during the night; passive wildlife can still spawn during the day.
- Initial world spawn converts the stored terrain height into world-space Y, preventing sky-high spawns.
LATEST SURVIVAL INVENTORY FIXES
- The block-breaking progress panel and crack marks clear when mining stops; the crosshair is redrawn.
- Survival E opens only the player inventory, not the Creative item catalogue, and provides armor equip/unequip controls.
- New worlds begin with an empty inventory; after death, Survival respawns also clear carried items, equipped armor, and overflow.
- C crafting recipes have a separate Weapons category with wood, stone, iron, and diamond swords. Tools and leather/iron/diamond armor remain craftable at a crafting table.
LATEST TERRAIN, SPAWN, STRUCTURES, AND WILDLIFE (ALPHA 0.10.2)
- Spawn safety checks the player's full collision box against nearby terrain. A new world or a loaded save whose player position intersects solid blocks is moved to a clear surface location; a small emergency platform is created only if no safe ground is found nearby.
- Mountain biomes rise to high ridges and snow appears on high mountain surfaces. Jungle terrain generates tall jungle-log trees, jungle leaves, and bamboo. Jungle logs and planks have built-in blocks/textures.
- Pandas spawn in jungles, goats spawn in mountains/snowy spruce, and endermen are hostile only after the player aims directly at their eyes.
- Mob navigation checks terrain at the destination, steps onto ordinary one-block rises, descends gentle slopes, and turns away from steep cliffs or solid obstacles.
- Rare, seed-stable structure candidates are generated per chunk: villages (about 0.30% chance), pillager outposts (about 0.18%), and ruined Nether portals (about 0.32%), before biome/terrain suitability checks. At most one structure candidate is chosen per chunk; some candidates are rejected by unsuitable terrain, so actual placed structures are rarer.
- Structure pads now accept slope differences up to 18 blocks, use cobblestone foundations, and clear nearby trees/clutter before construction. Structure rolls remain sparse by design.
- Villages contain small houses, doors/windows, a compact cobblestone well, and gravel path tiles.
- Pillager outposts are raised spruce towers with log supports, a lookout platform, and a mast. This update adds the outpost structure, not pillager NPCs.
- Ruined Nether portals use a damaged obsidian/crying-obsidian frame, netherrack ground patches, missing pieces, and scattered remnants.
- The STARCRAFT_Project_Extras folder in the ZIP is reference-only (documentation, templates, structure layouts, mob profiles, and QA files). It does not affect or get loaded by STARCRAFT.html.
ALPHA 0.10.2 CHANGELOG
- Fixed new-world and restored-save player positions that intersect solid blocks; ground spawn validates the full player body and has a safety-platform fallback.
- Improved rare structure placement on rolling terrain and modestly increased candidate rates without generating multiple structures per chunk.
- Improved terrain-aware mob routes to climb normal one-block rises and descend slopes.
- Added snowier mountain peaks and expanded jungle bamboo growth.
- Added/verified jungle panda spawns, mountain goat spawns, and enderman eye-triggered hostility.
LATEST CHUNK-MESH AND CROUCH FIXES (ALPHA 0.10.3)
- Terrain height is now calculated from world-space coordinates with a deterministic 5x5 weighted blend, smoothing large height jumps where biomes meet.
- Each chunk precomputes a small border around itself, so the terrain smoothing samples are identical across neighboring chunk boundaries without repeating the full noise calculation 25 times per column.
- Buffered neighboring chunk meshes are queued for rebuilding when new neighboring terrain finishes generation, allowing border faces to cull against real blocks instead of early air.
- Hold Left Control to crouch/sneak. The player collision box is shortened, movement speed is reduced, and existing edge-sneaking protection remains active.
- If the game canvas loses focus while crouching or sprinting, held movement states are cleared and the player returns to normal standing/walking dimensions.
- Default sneak control is now Left Control rather than Q; the in-game Controls menu can still be used to remap it.
ALPHA 0.10.3 CHANGELOG
- Fixed terrain height discontinuities at biome edges with a world-coordinate height field smoothed across a 2-block border.
- Fixed chunk seams by rebuilding already-buffered neighboring meshes when adjacent terrain finishes generating.
- Added Left Control crouching/sneaking with reduced movement speed, a shorter collision body, and preserved ledge protection.
- Fixed stuck crouch/sprint states when the canvas loses focus.
ALPHA 0.11.1 CHANGELOG — AQUATIC LIFE, PLAYER MODELS, AND MULTIPLAYER
- Fixed: Left Control crouch is handled at document level, synchronizes to player stance each tick, and resets on key release/focus loss.
- Added: Coral reef and kelp forest underwater biome bands inside ocean terrain. New coral blocks, coral plants, kelp, and seagrass have procedural atlas textures.
- Added: Fish and dolphin models and AI; aquatic mobs spawn in water in ocean, coral reef, and kelp forest biomes.
- Fixed: Creative mode keeps double-jump flight and breaks blocks without the Survival mining cooldown. Survival mining cooldown remains unchanged.
- Added: Player menu with 30 persistent skin choices, segmented remote-player models, and animations for walking, sprinting, crouching, jumping, breaking, and placing. A first-person arm overlay animates mining/placing/movement.
- Added: Multiplayer menu supports a server URL, a persistent shared server list, Create Server, player name, game mode, password, and a configurable room ceiling up to 500.
- Multiplayer hosting requires the included STARCRAFT_Server backend to be deployed to one publicly reachable host. All players must enter the same URL. Server names are persisted in server-side data/servers.json, so offline entries remain listed.
- The 500-player ceiling is configured, not load-tested. Performance depends on server hardware, world size, network throughput, and simultaneous player movement; test before public use.
- The server relay synchronizes initial world snapshots, block updates, chat, and player positions; it is a prototype and not a production anti-cheat or dedicated server-side world persistence system.