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Aeronautics Delivery Quests
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Adds procedural hauling contracts to your server. Players can accept quests, travel to remote villages to secure physical cargo, and pilot their custom-built airships to transport these heavy rigid bodies to destination villages for massive rewards.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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🗺️ TNM Aeronautics Quests
A high-stakes trade expansion for Create: Aeronautics & Sable
TNM Aeronautics Quests (formerly Aeronautics Delivery Quests) is a lightweight, high-performance NeoForge 1.21.1 mod that adds procedural hauling contracts to your server. Players can accept quests, travel to remote locations to secure physical cargo, and pilot their custom-built airships to transport these heavy rigid bodies to destination settlements for massive rewards.
TNM Aeronautics Quests must be installed on both the client and server (or just the client for singleplayer) to handle custom UI rendering, block assets, and packet synchronization.
🚀 Key Features
- 📦 Dynamic & Custom Quests: Accessible to players via the Delivery Quests Table block (and
/adqfor administrators), players browse available contracts in Light, Medium, and Heavy weight classes with dynamically calculated routes and tailored rewards. Creators can design custom quest entries incustom_quests.jsonusing custom NBT templates! - ⚖️ Sable Physics Integration: Dynamically loads schematic templates (such as crates, pallets, and secure containers) and compiles them into Sable dynamic physics rigid bodies when secured.
- 🧭 Virtual Calibration Compasses: Issues vanilla Quest Compasses that point dynamically to cargo pickups or destination locations. Lost your compass? Retrieve a replacement instantly using the board's GUI control panel inside the table's menu.
- 🔒 Damage Penalties & Shielding: Configurable invulnerability (
enableCargoInvulnerability). When off (default), cargo blocks can break, and any missing mass proportionally reduces your reward payout! When on, cargo is fully shielded from breakages, explosions, and mob griefing. In both modes, cargo blocks never drop their items — no free loot from delivery contracts. - 🧩 Split Tracking & Debris Cleanup: If a cargo contraption is fractured into multiple physics bodies, the quest keeps targeting the main body (blocks lost to split-off pieces count as missing mass), detached fragments inherit full block protection, and all fragments are cleaned up together with the cargo when the quest completes, fails, or is cancelled.
- 👻 Seamless Cargo Spawning: Physical cargo is pre-spawned while the approaching pilot is still outside render distance (
cargoSpawnDistance, default 250 blocks), so it is already sitting there when they arrive — no visible pop-in. Securing still happens at the pickup point. - ⏳ Board Expirations & Player Cooldowns: Unaccepted contracts on the board cycle out after 60 minutes. A 1-hour player cooldown prevents quest-spamming (automatically bypassed for admins/operators).
🔍 For the Skeptics (FAQ)
💻 Does this require client-side installs?
Yes. Because the mod introduces the physical Delivery Quests Table block, custom clipboard menus, client-side screen UI rendering, and network synchronization packets, it must be installed on both the server and the client (or just the client for singleplayer).
📉 Will this cause tick lag or TPS spikes during generation?
No. To prevent the classic "structure-lookup tick spikes," all village searches and pathfinding calculations are run on fully asynchronous background threads (ForkJoinPool). Only the final block placement is scheduled on the main thread, keeping your server running at a solid 20 TPS.
🛡️ Will this block players from modifying their own airships?
No. The block protection is highly targeted: it only intercepts destruction inside the exact physics-body bounds of an active delivery quest's cargo (including any pieces that break off it) and its Overworld pickup footprint. Invulnerability shielding only applies when enableCargoInvulnerability is enabled in the config. Normal airships, blocks, and structures remain 100% destructible. One rule always applies regardless of the setting: cargo blocks never drop their items, so contracts can't be mined for free loot.
🌀 What happens if cargo spawns outside the world border, underground, underwater, or inside buildings?
- Out-of-Sight Pre-Spawning: Cargo materializes while the approaching pilot is still beyond render distance (
cargoSpawnDistance, default 250 blocks), so nobody ever sees it pop in. - Safe Air-Column Spawning: The mod scans a horizontal $33\times33$ area around the start coordinates to find a solid, flat footprint. It checks that the entire spawn space (and the air blocks below it) is 100% empty air, spawning the cargo 3 blocks in the air so it falls cleanly under gravity without clipping or breaking blocks.
- Vertical Safety Fallback: If no flat terrain is found nearby, the mod safely spawns the cargo 4 blocks above the highest solid block in the original target coordinates, guaranteeing it never clips inside ground structures or houses.
- Water & Void Safety: Over oceans and lakes, cargo lands on the water surface instead of sinking to the seabed. On floating-island/void world types, generation detects empty columns and retries elsewhere instead of dropping cargo into the void.
- Border Buffer: The engine enforces a strict 150-block safety buffer from your world border. If a potential spawn is too close to or outside the border, it is aborted instantly.
💾 Does it survive server restarts?
Yes. All active quests, accepted states, cargo positions, and player cooldowns are persisted in GSON JSON registries (adq_quests.json and adq_cooldowns.json) inside the server's world save folder. Stale compasses are also automatically purged on player login to handle offline quest expirations.
🛠️ Command Reference
[!NOTE] All
/adqcommands require operator permissions (Level 2+). Regular players must use the physical Delivery Quests Table block to open the board, cancel contracts, or reissue compasses.
/adq-[Admin]Open the virtual Quest Board & command control panel./adq cancel-[Admin]Abandon your current contract (recalls physical cargo and clears compasses)./adq compass-[Admin]Re-issue your Quest Delivery Compass (only if on an active quest and you don't already have one)./adq generate-[Admin]Force-triggers a background procedural quest generation./adq complete-[Admin]Force-completes your active delivery contract./adq delete <index>-[Admin]Cleanly force-deletes a specific board quest./adq deleteall-[Admin]Purge all quests from the board./adq reload-[Admin]Reload quests, player cooldowns, and custom quest templates from disk.
🗺️ Aeronautics Delivery Quests (ADQ)
A high-stakes trade expansion for Create: Aeronautics & Sable
Aeronautics Delivery Quests (ADQ) is a lightweight, high-performance NeoForge 1.21.1 mod that adds procedural hauling contracts to your Aeronautics worlds. Players can accept quests, travel to remote locations to secure physical cargo, and pilot their custom-built airships to transport these heavy rigid bodies to destination settlements for massive rewards.
ADQ must be installed on both the client and server (or just the client for singleplayer) to handle custom UI rendering, block assets, and packet synchronization.
🚀 Key Features
- 📦 Dynamic & Custom Quests: Accessible to players via the Delivery Quests Table block (and
/adqfor administrators), players browse available contracts with dynamically calculated routes and tailored rewards. Creators can design custom quest entries incustom_quests.jsonusing custom NBT templates! - ⚖️ Sable Physics Integration: Dynamically loads schematic templates (such as crates, pallets, and secure containers) and compiles them into Sable dynamic physics rigid bodies when secured.
- 🧭 Virtual Calibration Compasses: Issues vanilla Quest Compasses that point dynamically to cargo pickups or destination locations. Lost your compass? Retrieve a replacement instantly using the board's GUI control panel inside the table's menu.
- 🔒 Damage Penalties & Shielding: Configurable invulnerability (
enableCargoInvulnerability). When off (default), cargo blocks can break, and any missing mass proportionally reduces your reward payout! When on, cargo is fully shielded from breakages, explosions, and mob griefing. - ⏳ Board Expirations & Player Cooldowns: Unaccepted contracts on the board cycle out after 60 minutes. A 1-hour player cooldown prevents quest-spamming (automatically bypassed for admins/operators).
🔍 For the Skeptics (FAQ)
💻 Does this require client-side installs?
Yes. Because the mod introduces the physical Delivery Quests Table block, custom clipboard menus, client-side screen UI rendering, and network synchronization packets, it must be installed on both the server and the client (or just the client for singleplayer).
📉 Will this cause tick lag or TPS spikes during generation?
No. To prevent the classic "structure-lookup tick spikes," all village searches and pathfinding calculations are run on fully asynchronous background threads (ForkJoinPool). Only the final block placement is scheduled on the main thread, keeping your world running at a solid 20 TPS.
🛡️ Will this block players from modifying their own airships?
No. The block protection is highly targeted. It strictly intercepts block-breaking inside matching Sable SubLevel UUIDs or Overworld pickup coordinates corresponding to an active delivery quest, and only triggers if enableCargoInvulnerability is enabled in the config. Normal airships, blocks, and structures remain 100% destructible.
🌀 What happens if cargo spawns outside the world border, underground, or inside buildings?
- Safe Air-Column Spawning: The mod scans a horizontal $33\times33$ area around the start coordinates to find a solid, flat footprint. It checks that the entire spawn space (and the air blocks below it) is 100% empty air, spawning the cargo 3 blocks in the air so it falls cleanly under gravity without clipping or breaking blocks.
- Vertical Safety Fallback: If no flat terrain is found nearby, the mod safely spawns the cargo 4 blocks above the highest solid block in the original target coordinates, guaranteeing it never clips inside ground structures or houses.
- Border Buffer: The engine enforces a strict 150-block safety buffer from your world border. If a potential spawn is too close to or outside the border, it is aborted instantly.
💾 Does it survive server restarts?
Yes. All active quests, accepted states, cargo positions, and player cooldowns are persisted in GSON JSON registries (adq_quests.json and adq_cooldowns.json) inside the server's world save folder. Stale compasses are also automatically purged on player login to handle offline quest expirations.
🛠️ Command Reference
[!NOTE] All
/adqcommands require operator permissions (Level 2+). Regular players must use the physical Delivery Quests Table block to open the board, cancel contracts, or reissue compasses.
/adq-[Admin]Open the virtual Aeronautics Quest Board & command control panel./adq cancel-[Admin]Abandon your current contract (recalls physical cargo and clears compasses)./adq compass-[Admin]Re-issue your Quest Delivery Compass (only if on an active quest and you don't already have one)./adq generate-[Admin]Force-triggers a background procedural quest generation./adq complete-[Admin]Force-completes your active delivery contract./adq delete <index>-[Admin]Cleanly force-deletes a specific board quest./adq deleteall-[Admin]Purge all quests from the board./adq reload-[Admin]Reload quests, player cooldowns, and custom quest templates from disk.
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