This mod adds a new end boss to Minecraft besides other deadly creatures. The boss is called "Blackstone Golem" and will be the hardest enemy you ever encountered. If you will start a war against the Piglins, watch out, they will call their Beast for help! And maybe you´ll even get caught by the Soul Reaper which usually findable in the soul sand valley. Almost forgot to mention: Somebody has seen a weird looking small creature crawling around...
Creatures
Blackstone Golem
- Spawns with ritual
Piglin Beast
- Spawns randomly while attacking piglins and mining nether gold ore
Soul Reaper (Mount: Nightmare)
- Spawns in soul sand valley
Necromancer
- Spawns in nether fortress's
Summoner (and its vanguard)
- Spawns during thunderstorm
Blaze Guardian
- Spawns in nether fortress's
Dragon
You have to kill the Eye to reclaim the dragon egg.
The egg will feel the Fame you reached by killing the Eye and will hatch over time (about 10mins).
After the Dragon hatched, tame it by feeding it with raw meat or orc skin.
The Dragon has to grow up one stage to be rideable (dragon saddle needed) and another stage to carry a chest.
Boss Summoning
Stone Golem Spawning
Get 4 Gilded Blackstone Shards by bartering with piglins or find them in the nether bastions.
Build 4 Chiseled Polished Blackstone Holder by putting Chiseled Polished Blackstone into the stone cutter.
Place a circular area of blackstone blocks (or whatever is similar to blackstone) with a radius of 5 and put one each edge the stone holder just like this:
After you placed all 4 shards into their holder the ritual will start.....
The Eye Spawning
Built this altar and wait a little bit.
Items
- Handbook ([Patchouli](https://modrinth.com/mod/patchouli) mod necessary)
- Blackstone Golem drops: Blackstone Heart, Gilded Shard, Netherite, Blackstone
- Soul Reaper drops: Wither Head, Coal
- Piglin Beast drops: Gold Ingots, Piglin Flag
- Necromancer drops: Enchanted Book
- Summoner drops: Enchanted Book
- Nightmare is tameable
Piglin Flag
The Piglin Flag has to charge itself and when it´s charged and you get close, all aggressive Piglins will get calm.
Gilded Netherite Armor
Stronger version of the netherite armor but piglins won´t attack you! (And a full set effect)
Handbook
This mod is developed for Fabric.
There are no plans to develop a Forge version.
Modpack Permission:
Feel free to use it in any modpacks.
Text version if the thread design does not render
## What is Almost Unified?
The mod is inspired by the idea of UniDict. An old, no longer maintained mod from the days of 1.12.2.
Old versions of Minecraft used a system called the Ore Dictionary. Its purpose was to make the life of modders easier when adding new resources that might exist in other mods already. When used correctly, you could use resources from various mods in their recipes interchangeably. However, if you ever played a big modpack back in the days, you probably know that there were like 10 different ingots for each material because of many mods adding them.
This often resulted in a lack of storage space because all these resources from the different mods didn't stack. Additionally, some mods didn't use the dictionary correctly for their recipes so a lot of the resources were useless.
UniDict solved this issue by unifying the same resources from different mods so only one item for each resource was left and could be used for all recipes. So instead of having 10 different copper ingots, you will only have one which acts as the dominant universal copper ingot.
A lot of time has passed since 1.12.2 and the Ore Dictionary is long gone. In today's modded Minecraft, there is the tag system which acts quite similar to the Ore Dictionary. Still, they also don't solve the problem of many similar resources from different mods.
**Almost Unified** tries to solve this by working in a similar fashion as UniDict did.
Its goal is to have one dominant resource for each configured tag and make all recipes use this dominant entry.
## How does that work?
By defining a priority mod list and target tags in the config, Almost Unified tries to find a dominant item for each entry and changes the recipes depending on that.
In modern Minecraft, recipes are usually made of JSONs and are loaded when joining a world. Each loaded recipe is read by the mod and altered depending on different properties inside the JSON.
For all inputs, the unification process tries to use the designated tag so all items will remain useful which means Almost Unified should also work in existing worlds.
For outputs, Almost Unified will use the dominant item.
Since the modification happens before the recipe is loaded by the game, there are no demanding processes going on while the game is running.
## What features does Almost Unified have?
The mod transforms existing recipes to have a unified resource list that players and packmakers can work with. It doesn't add its own recipes, resources, ore generation or similar content.
Because there is a chance to have duplicate recipes when unifying, Almost Unified will take care of duplications and remove them.
Additionally, it hides all non-dominant entries from JEI/REI automatically.
The mod is fully reloadable. Configs are loaded every time the unification process starts which means they can be edited on the fly. To restart the process, just rejoin the world or use the `/reload` command.
## Can you give an example?
Think about having two mods (modA and modB) that both add Silver Ore. Additionally, they both add Silver Ingots and respective recipes to obtain the ingot such as blasting or smelting the ore.
If one of those recipes doesn't accept a tag as input, Almost Unify will change that. Furthermore, it will pick one of the Silver Ingots as the dominant item depending on the mod priority list inside the `unify.json` config. The dominant Silver Ingot will then be used as output for all recipes no matter the mod.
After the unification process, you will end up with some equal recipes. Almost Unified will merge them and change their namespace so it's visible that the recipe was changed. In the end, you will have recipes that accept tags as inputs and only the dominant item as output. Duplicate recipes are gone.
## More Information
For more information like limitations, native integrations or the FAQ, check out the wiki.
The once endless ocean, the waters of which were raised from the depths by gusty winds, the ocean that was sailed by brave voyagers and fearsome flotillas of pillagers, is now chained in ice and snow.
Frozen in time... The ships of those who were unlucky froze in the merciless ice, at the same moment terrible creatures crawled out of the abyss into the light of day. Through the blizzard, only the rare sounds of the horns of those who still hope for rescue are heard. What could transform the once unbridled ocean so drastically?
Requires Obscure API
Features
Ice location with unique generation. Maze on the surface, frozen ocean under the ice.
Generates in the vanilla Deep Frozen Ocean biome, making it compatible with all world generation mods.
Lots of different sized structures for survival.
Unique ambient: background sounds, music and particles.
Terrible deep-sea (and not only) creatures.
Ghost of Captain Cornelia: boss with complex animation and a set of deadly abilities.
Many weapons with various abilities.
Several sets of armor with unique effects of half-sets and full-sets.
Food, сonsumable items, items with unique properties and decorations.
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Find a Spell Binding Table in village
Gazebos
, or build your own.
Make your Archery Manual (spellbook of archers), and unlock all the archery skills.
Archery skills can be used with any bow or crossbow (vanilla, or even third party mods).
New equipment
Explore new, craftable spears, ranged weapons with varying characteristics, and armor pieces with archery bonuses!
Equipment bonuses are configureable in
config/archers/items.json
.
Auto-Fire Hook
Auto-Fire Hook is a new, craftable gadget, that can be attached to any bow or crossbow, to automatically release fully charged arrows. So arrows can spam shot by hold the use key (right click).
Compatible items are listed in the
archers:auto_fire_hook_attachables
data tag.
Rebalanced enchantments
Rebalanced vanilla enchantments for ranged weapons to scale in an equivalent manner compared to melee enchantments.
Power
(for bows) gives +8% damage per level (instead of +50% per level).
Quick Draw
(for crossbows) reduce draw time by 10% damage per level (instead of 20% per level).
Infinity
available for Crossbows (turned on by default).
These changes are configurable in
config/archers/tweaks.json
.
Extended dungeon loot
Find powerful archery equipment in dungeon loot chests!
Loot table injections are configurable in
config/rpg_series/loot.json
.
New village structures
Find Archery Ranges in villages, where archery equipment is being sold!
The spawn weight and limit are configureable in
config/archers/villages.json
.
(When playing with Better Villages by JTL mod, it is recommended to disable spawning of small archery ranges in revamped villages, so only large ones will spawn)
🔧 Configuration
Skill use mechanics and HUD can be configured under
Mod Menu / Spell Engine / Settings
.
An intermediary api aimed to ease developing multiplatform mods.
What is Architectury API
Architectury API is an api to abstract calls to fabric api and forge api as both loader has different implementations of
what can be perceived as the same thing.
Architectury API updates regularly, with new hooks and features. Currently contains over
90
events hooks, networking
abstraction, loader calls abstraction, game registry abstraction and an easy to use @ExpectPlatform annotation (Only
works on static methods).
Do I really need this API?
Architectury API is only one part of the architectury ecosystem,
Architectury Plugin
is the gradle plugin enabling
all this multiplatform actions.
Architectury API is optional for projects built on architectury, you may create your architectury project with just
Architectury Plugin.
Advantages of Architectury
Open sourced
Less boilerplate for your multiplatform mod
Getting started with making multiplatform mods
Architectury Loom: https://github.com/architectury/architectury-loom (a fork of Fabric Loom adding multiplatform development capabilities)
Gradle Plugin: https://github.com/architectury/architectury-plugin (includes Architectury Injectables, for the
@ExpectPlatform
annotation)
Example Mod: https://github.com/architectury/architectury-example-mod (a discontinued example mod using Architectury, if possible, use the templates instead)
Mod Templates: https://github.com/architectury/architectury-templates (a set of templates to get started using the Architectury toolchain)
Example: Usage of @ExpectPlatform
Credits
In certain older versions, this library used to bundle typetools; you can find its license
here
A guild and party mod to work and play together with your teammates on a server!
Argonauts
📖 About 📖
Named after the great heroes who rode with Jason on the Argo,
Argonauts is a utility mod that enables you to work together as
a team with other players on your multiplayer servers with different
guilds and parties.
It allows you to chat with them using guild or
party chat, manage the permissions of your teammates and your teammates itself
with the handy gui, and participate in activities together with your team members,
like
Questing
and
Land Claiming
Adds various treasure items that can be found through exploration
Some older versions of this mod can be found on curseforge:
Forge
/
Fabric
Artifacts is a mod which aims to make exploration more rewarding by adding various powerful items that cannot be crafted.
The items added by this mod can be found in chests in vanilla structures, through archaeology, or can very rarely be found worn by entities. All artifacts only have a few chests in which they can be found, so go out and explore! Additionally, a new underground campsite structure has been added. Mimics occasionally spawn in these campsites instead of a chests, which are dangerous enemies that attack players that get too close. Mimics always drop a random artifact when killed.
Every item added by this mod has a unique model when equipped. The full set of items and their descriptions can be found in the images tab. Sn up-to-date list of where each item can be found is available on the wiki on GitHub.
Frequently Asked Questions
Some items are too powerful, is there some way I can change that?
Artifacts adds various game rules that allow you to change or completely disable the effects of all items added by the mod.
In versions for Forge 1.19.2 and below, most of these config options are located in the server config. Unlike the client and common config files, server config files are located in your world save's
serverconfigs
folder. Preventing specific items from spawning in chests is currently not possible without creating a data pack, but it is possible to change how rare artifacts are in general using the artifactRarity (for items in chests) and campsite count/mimicChance (for mimics) config options.
How do I change the amount of slots for my artifacts?
If you're using the Forge version, It is possible to change the number of slots of each type using the Curios server config. The '/curios' command can also be used to add/remove slots for one specific player. If you want to change the slot an artifact can be placed in, you will need to create a data pack and change the item tags that determine the artifact's slot types.
More information on how to do all of these things can be found on the
Curios wiki
.
If you're using the Fabric version, modifying the number of slots players have requires creating a data pack. Information about the data formats used can be found on the
Trinkets wiki
.
Which mod are you using to put artifacts on armor stands?
Can I still find artifacts if I add this mod to a world that has already been generated?
Campsites and mimics will only spawn in chunks that were generated after you downloaded the mod. You will still be able to find artifacts in unopened chests in existing chunks.
[Forge]
Whey I try to open the Curios menu to equip my artifacts, nothing happens.
Some server plugins can cause this (https://github.com/TheIllusiveC4/Curios/issues/131). If you're using plugins, verify that this issue also happens in a Forge-only environment before asking for help.
Removes arbitrary limits on Minecraft's attribute system. Fixes MANY mods!
Attribute Fixer
Minecraft uses an attribute system to handle important calculations. It covers everything from armor values, to attack damage, to the maximum health of a mob. This system also introduced attribute caps, which limit how high any value can be. While this usually goes unnoticed, many mods are unknowingly affected by it. This mod significantly increases these caps to allow those mods to work as they were intended.
Automatically populates some item, block and other tags (for mod compatibility)
This is a purely technical mod with the aim to increase inter-mod compatibility. By "purely technical" I mean that it won't add any content to your game.
The Problem
Mod creators are encouraged to use tags where possible, e.g. when creating a recipe. If mods are supposed to work together though, they should all share a same base of common "conventional" tags, which group certain items together. Not all developers add their items to common tags though, which means that a person playing with many mods or a mod pack creator might need to create long lists of all items which fulfill certain criteria to add them to specific tags.
The Solution
Upon loading a world, this mod will automatically populate some tags based on code conditions, covering all modded content as well.
It's mostly relevant for mod pack creators who need / want to configure mods by adding to specific tags - this allows them to e.g. easily add all armor items to a tag, because they'll all be bundled in
c:armor
.
As another example, all items which are equippable in the head slot will land in a tag called
c:head_equippables
:
Additional Information
For an overview of the tags the mod currently adds, as well as the blacklist option via datapacks,
view the README on GitHub
.
If you have any suggestions for new tags, feel free to post them in the comments or
open an issue on GitHub
!
I hope this mod helps someone and makes their life a bit easier. :)
The mod icon is a composition of modified icons created by Lorc and Delapouite, found on game-icons.net.
AzureLib represents a branch derived from Geckolib 4.x, serving as an animation engine tailored for Minecraft Mods. It boasts various features, including support for intricate 3D keyframe-driven animations, over 30 different easing functions, concurrent animation capabilities, sound and particle keyframes, event-based keyframes, and numerous other functionalities. Currently, I'll focus on maintaining and supporting AzureLib; no help will be given to Geckolib.
This library is compatible with the following Minecraft versions:
Forge: 1.16.5, 1.17.1, 1.18.2, 1.19.2, 1.19.3, 1.19.4, and 1.20.1.
NeoForge: 1.20.1
Fabric: 1.16.5, 1.17.1, 1.18.2, 1.19.2, 1.19.3, 1.19.4, 1.20.1, and 1.20.2.
Are you a developer and want to use this library in your mod? Add the following to your build.gradle
```
repositories {
// The Maven with the mods source
maven {url 'https://libs.azuredoom.com:4443/mods'}
}
dependencies {
//Fabric or Quilt
modImplementation "mod.azure.azurelib:azurelib-fabric-MCVERSION:MODVERSION"
AzureLib Armor is a stripped-down version of
AzureLib
that is created just to provide its GeoArmor/GeoItem functions in a standalone library. All Armor creation steps are the same as AzureLibs armor creation as outlined
here
This library is compatible with the following Minecraft versions:
Forge: 1.20.1
NeoForge: 1.20.1
Fabric: 1.20.1, 1.20.2
Are you a developer and want to use this library in your mod? Add the following to your build.gradle
```
repositories {
// The Maven with the mods source
maven {url 'https://libs.azuredoom.com:4443/mods'}
}
dependencies {
//Fabric or Quilt
modImplementation "mod.azure.azurelibarmor:azurelibarmor-fabric-MCVERSION:MODVERSION"
//NeoForge or Forge
implementation fg.deobf("mod.azure.azurelibarmor:azurelibarmor-neo-MCVERSION:MODVERSION")
}
```
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Optimization mod that focuses on things other than rendering
BadOptimizations
A collection of mostly micro optimizations that add up to something bigger!
Wait, what does this even do?
It does multiple things:
Avoid updating lightmap
Updating lightmap textures are probably the most expensive part of the client tick. During each tick, the client will do some vector math to calculate lightmaps for blocks and the sky, then upload that new texture to the GPU. However, this can be completely avoided and cached if nothing affecting brightness is changed. This mod will cancel lightmap updates if nothing that changes brightness (e.g. gamma slider, potion effects) has changed.
Sky color calculation optimizations
Minecraft uses
CubicScampler.sampleColor
every frame to calculate the current sky color. This function loops 216 times to factor in surrounding biomes-even if all surrounding biomes are identical or have identical sky colors. This mod makes this function only get called if you are between biomes with different sky colors and only makes it get called every tick. Otherwise, a shorter, simpler and faster sky color calculation is used.
Don't do debug logic if we don't need to
Minecraft has four debug renderers that can be activated with a debug server: bees, game events, game test and villager AI. Even if there's nothing to process, the logic for these debug renderers are still executed. This mod will only execute them if debug is enabled and there is data to process.
That's all the major ones, at least.
You can disable any optimization in the config file if you need to.
But how much does it help?
(tested on my own PC with an RTX 3060, intel i7 12700 and 4GB of allocated ram on Fabulously Optimized)
Abstraction Layer (but not really)™ for Blay's multiplatform mods
What is this?
Abstraction Layer (but not really)™ for Blay's multiplatform mods. This is a library mod, it does not add anything on its own.
I do not recommend other modders to build on this as I will ruthlessly break backwards-compatibility as needed for my mods.
Note that this is not a magic solution for running Forge and Fabric mods together, it's only a library my mods will depend on to make publishing for both versions easier.
Why is this?
I can't just switch to Fabric and abandon all existing Forge users, but I also don't want to miss a Fabric train if there is one.
Trying a port for fun showed that most of the platform-specific things can easily be hidden away from the actual mod code which doesn't have to care about modloader backends, which should hopefully make it much easier to support both mods at the same time.
There's other libraries that do the same thing, but given the amount of mods I maintain I don't want to put all my money on one boat only to deal with headaches once those other mods stop being supported.
How does this?
It just wraps all platform-specific code behind a unified API (in the simplest way possible, there is no magic involved) and provides superclasses to use in cases where platform-specific methods are added to Vanilla classes.
It also adds a simple network system (similar to Forge's) and a config layer with sync support.
Minecraft has a bug where held items have gaps.
Weapons from this mod are not immune to the bug, and I therefore highly recommend using the ModelGapFix mod:
About 🤺
Basic Weapons adds
6
new weapon types of every vanilla tool material
(Wood, Stone, Iron, Gold, Diamond, Netherite)
to complement the existing sword and axe in Minecraft. Each weapon is balanced around damage, attack speed, crafting costs, attack reach and special effects.
If you have Better Combat installed, the weapons are also balanced around number of enemies hit and combos.
Weapons should feel
unique, powerful, easy to use
and
fair.
I made Basic Weapons because I was looking around for weapon mods that would fit seamlessly into vanilla gameplay, and didn't quite find what I was looking for. I hope that in creating Basic Weapons, I've made that search a little easier for those of you who've had a similar experience.
This high level overview should give you an idea of what each weapon is good and bad at:
| Weapon | Damage | Speed | Baseline Effect | Reach |
| ------------- | ------ | --------- | -------------------- | --------- |
| Vanilla Sword | Medium | Medium | Sweeping | Medium |
| Vanilla Axe | High | Slow | Shield Break | Medium |
| Dagger | Low | Fast | | Medium |
| Club | High | Slow | Slow target | Medium |
| Hammer | High | Very Slow | Knock target upwards | Medium |
| Spear | Medium | Medium | | Very High |
| Quarterstaff | Low | Medium | Sweeping | High |
| Glaive | High | Very Slow | Sweeping | High |
Bronze Integration 🔶
My
Bronze mod
has explicit integration with Basic Weapons.
Each weapon type will receive a bronze version when both mods are installed together.
Better Combat Integration 🔥
Basic Weapons works well as a drop-in mod to spice up the weapon variety in your adventures, but it plays especially well when paired with
Better Combat
.
With Better Combat installed, quarterstaves receive exciting new attack combos, daggers and clubs can be paired with other weapons for dual-wielding mayhem, and the hammer even features a fully custom attack animation.
If any of this sounds interesting to you, I recommend you try the two mods out together.
Better Combat
can take some getting used to at first, but it's well worth your time investment in the long term, bringing a new layer of strategy and fun to your weapon choices and fights.
For weapon stats with Better Combat integration, see below:
| Weapon | Damage | Speed | Baseline Effect | Targets | Reach | Weapon-Type |
| ------------- | ------ | --------- | -------------------- | ------- | --------- | ----------- |
| Vanilla Sword | Medium | Medium | Vanilla Sweeping | Multi | Medium | One-handed |
| Vanilla Axe | High | Slow | Vanilla Shield Break | Single | Medium | One-handed |
| Dagger | Low | Very Fast | | Single | Medium | One-handed |
| Club | High | Slow | Slow target | Single | Medium | One-handed |
| Hammer | High | Very Slow | Knock target upwards | Single | Medium | One-handed |
| Spear | Medium | Slow | | Single | Very High | Two-handed |
| Quarterstaff | Low | Fast | Vanilla Sweeping | Multi | High | Two-handed |
| Glaive | High | Very Slow | Vanilla Sweeping | Multi | High | Two-handed |
Frequently Asked Questions (FAQ) 🧡
What are the recipes?
Recipes are unlocked in the vanilla recipe book when obtaining the requisite materials (e.g. picking up an iron ingot). You can also use a mod like EMI to view all recipes.
What are the mod's dependencies?
Basic Weapons has no required dependencies except for the usual Fabric API/ QFAPI that most mods on Fabric and Quilt require. For an upgraded experience you can install this mod together with Better Combat for more exciting fights if you want.
Is there a forge/fabric/quilt version?
Yes, all three! The downloads are named for whichever modloader they're for so just take a look at the file names :)
Can you backport the mod to Minecraft 1.X.X?
Unfortunately I don't have the time to backport Basic Weapons to earlier versions. The mod will however support each new version of Minecraft.
I found a bug / my game crashed
If you find any problems with Basic Weapons, please feel encouraged to create an issue on the GitHub repository issue tracker. Bug reports are incredibly helpful, and help make Basic Weapons the best it can be.
Thank you to all the wonderful translation contributors!
- junshengxie
- FirePhantom303
- goofy_boyd9110260
- nimbXnumb
- Alexander317
- Hexasan
- GumIsNoob
- Pituto
- Stefan
- Germinecraft
- Germinecraft
- Singlain
- Yes20name
- Darkwhite
- DanioMalinowy
- Ardufish123
- Harjjw
- lotl
BCLib is primarily a mod library for BetterEnd, BetterNether, Eden Ring and possible future mods from the BetterX team.
Furthermore, BCLib creates
compatibility between different Nether/End mods
. This allows Biomes from different DataPacks and mods to generate in your world. For this (and many other features) BCLib uses its own world type: BetterX.
The library can be used by other developers to create their own mods. If you have suggestions or extensions, we are open to discussions and pull requests.
Key Features
Block templates for common types (plants with seedlings, wood types, signs, ...)
Simple API to create your own biomes, features, structures and much more
SurfaceRule/MaterialRule registry. This makes it possible for mods and datapacks to define additional SurfaceRules/MaterialRules for a dimension without editing/copying the vanilla rules.
API to create own world types
Manage tags
Simple UI layout toolkit
Recipe management
SDF tools
Config system with automatic synchronization between client/server
Manage world specific data
And many smaller extensions like color helper, block/item management, world patchers, etc.
I will continue to develop my mods regardless of any support as it is my hobby, although most of my free time goes into development of my mods. So if you want to support me anyway, you can do that via
Patreon
or
Ko-fi
. That said, I do appreciate all of your support.
Feel free to look over my code for examples of how i have implemented and solved various problems while writing this mod, incorporate snippets into your own code. Also feel free to use this mod in any modpack (although credit/link back to this page will be greatly appreciated).
New Biomes, mysterious rituals and Mobs for your End
BetterEnd adds new biomes into the End. Each biome has its own atmosphere, resources and mobs. The sky will have a fresh look with purple nebulas and stars. All biomes have custom music (by Firel), sounds and effects to make them alive and interesting to explore. BetterEnd has a custom End generator and custom structures for the Central Island. With our new generator End islands will have different shapes, terrain, will be on different height. Inside islands you can find caves with unique resources.
Main Features
24+ new biomes (more will be added later)
6 new mobs (with biome variations for some of them)
Many new blocks, including 9 wood types and 7 new stone types
Many new items, including new food sources, tools, armor and weapons
New mechanics like Infusion Rituals, Anvil Recipes, End tool progression and others
Integrations with other mods, for example 2 new sub-biomes for BYG biomes (1.16) and some new plants for them
Custom End world generator (configurable) with more possibilities than vanilla one
Configs for blocks, items, mobs, enchants and many other things
What others are saying
You might also like
BetterNether
More Biomes, More Mobs, More Tools for the fiery Dimension
Wunderreich
Advanced Vanilla-Like Mechanics and Tools
More Biomes, More Mobs, More Tools for the fiery Dimension
With
BetterNether
your adventures in the fiery dimension will be even more exciting. The mod adds new biomes, plants and materials to the Nether. Among them there are new challenging monsters like the Naga, or dark dungeons where the creatures of Nether have taken over. Your new tools will bring unique improvements that will help you to survive. There are a lot of unique new blocks for builders together with variants of old familiar vanilla blocks.
Main Features
Dozens of new plants for the Nether
New Nether-mobs
New unique biomes
Vertical and volumetric biome system (supporting other mods and datapacks)
Many new materials, recipes, food, tools and items
Ability to farm some materials using plant farms and mob farms
Many Nether structures, including big and rare Nether Cities
Integrations with other popular mods.
What others are saying
You might also like
BetterEnd
New Biomes, mysterious rituals and Mobs for your End
Wunderreich
Advanced Vanilla-Like Mechanics and Tools
Discover artifacts & fossils by encountering new structures that'll enhance your adventure and exploration!
With the theme of archeology being introduced in the Minecraft 1.20 "Trails & Tales" Update, it has quickly become clear that Mojang sadly only took a small step into the big world that is archeology.
It is our goal with this mod to improve upon the mechanics introduced in the update and expand the minecraft universe with new stuff to discover while staying true to the nature of the game.
We also plan to regularly update the mod to newer versions and provide new content in the weeks to follow.
Automatically created with default values, upon loading any game world for the first time.
⛓ Compatibility
With an open source and modular mindset, this project is aiming for maximal compatibility. However, mods trying to change the same mechanics will never be compatible (such as dual wielding mods).
🤝 Partnerships
We partnered up with the following mods, to fully utilise the JSON API of Better Combat:
This mod adds the legendary cats Bingus and Floppa, who will fight for your honor
Bingus adds famous funny cats, Bingus and Floppa, as summonable pets that fight on your behalf.
Bingus Totems can be crafted using a diamond, 4 amethyst, and 4 of any fish. You spawn a Bingus from it using Mouse 2. An infinite amount of Binguses can be spawned, provided you have enough totems.
[Note : in the 1.16.5 version, pink dye is used instead of amethyst.]
Floppa Totems are crafted using a netherite scrap, 4 copper, and 4 of any fish. Summoning a Floppa works the same as a Bingus, but Floppas have increased mobility and a special shockwave attack that can launch enemies into the air.
[Note : Floppas are not available in the 1.18 or 1.16 versions]
Binguses can be recalled back into their totems by right clicking them, and they will automatically recall themselves into totems upon death. Bingus Totems stack up to 8, so you can bring a decent amount with you before it begins to clutter your inventory.
You can cook a Bingus Totem to get Bingus Ears. Bingus Ears have the protection of a Diamond Helmet and worse durability than iron, since one diamond is used up to create them. You are also able to cook a Floppa Totem to get Floppa Ears.
This mod also adds beautiful paintings of both Bingus and Floppa. Place them in your base to support the cause!
Adds 50+ unique biomes to enhance your world, with new trees, flowers, and more!
Description
Biomes O' Plenty is an expansive biome mod for Minecraft that adds a slew of new, unique biomes to the Overworld, Nether, and End! To go along with the new biomes, it adds new plants, flowers, trees, building blocks, and much more!
Info and Terms
Requires
GlitchCore
for Minecraft 1.20.4 and above! Also requires
Fabric API
for Fabric version.
Requires
TerraBlender
for Minecraft 1.18 and above! It is not required for 1.17 and below, but in those versions you must use the Biomes O' Plenty world type when creating a new world!
To use the mod on a server for 1.18 and above, no changes to server.properties are required. For 1.15/1.16/1.17, the
level-type
setting in server.properties must be set to
biomesoplenty
(level-type can be added manually if it does not appear by default). For 1.12.2 and below,
level-type
must be set to
BIOMESOP
. You must use either a new world, or use an NBT editor to make the necessary changes to your existing world, otherwise our biomes will not generate.
You may include this mod in a Modrinth-hosted modpack as long as you do not rehost the mod and only use builds uploaded directly by us, you do not sell the modpack or additional access to the mod via any means, and you follow any and all terms listed in the license for the version of the mod you are using.
Encourages path building by making you run faster on certain blocks such as path blocks.
📖 About:
Block Runner
makes you run faster on certain blocks, it's that simple. Mainly useful for paths since grass paths now actually offer some benefit besides looking different.
Works on all mobs, so e.g. riding a horse on path blocks will make you go even faster. The mod includes a config file that lets you set your own custom speed value for any block or block tag.
📷 Media:
Useful inventory tooltip telling you the new speed of blocks
Stone bricks only add a little bit of speed, in contrast to paths
💡 FAQ:
Q: How do I configure individual block speeds?
A:
Block Runner uses a custom json config file. You can find it at
.minecraft/config/blockrunner.json
and add or remove your own custom speed values for blocks and block tags. To reload the config in-game run
/reload
(the same command that also reloads data packs).
Q: How do I configure other settings in this mod on Forge?
A:
Install my
Config Menus for Forge
mod and do it directly in-game!
Q: How do I configure other settings in this mod on Fabric?
A:
Editing configs directly in-game has not yet been implemented. Instead when in a world run the
/config showfile <modid>
command by choosing either
CLIENT
or
SERVER
(depending on the mod), then click the file name (ending with .toml) that appears in chat to be able to manually edit the config file in a separate editor. After saving the file, the config will automatically reload in-game after a couple of seconds, so no game restart required.
Q: Where can I download this mod for Fabric on versions of Minecraft before 1.19?
A:
Older downloads are found on the
old project page
.
Are you looking to add some more exciting boss fights to your world? The aim of this mod is to create epic endgame boss fights.
Right now, this mod has three bosses. The first is the
Night Lich
, found in rare towers in cold biomes - you'll need some soul stars as well! The second is the
Obsidilith
, which appears in rare structures in the end islands. The third is the
Nether Gauntlet
, which appears in rare structures in the nether. They can be accessed in creative via the /summon command.
FAQ
Can you port this mod to Forge or an older Minecraft version?
I will not, but anyone else may do so.
Installation:
Installed like any regular fabric mod with dependencies below.
Bookshelf is a collection of code, frameworks, utilities, and other resources. Many mods utilize Bookshelf's code base to power their own mods.
Why use a library mod?
Library mods such as Bookshelf allow seemingly unrelated mods to share parts of the same code base. This reduces the amount of time and effort required to develop certain mods and features. The Library's code base is also tested in a wider range of circumstances and communities which can lead to less bugs and better performance in mods.
Features for Players
While this mod is primarily for mod authors, there are a few useful features for Players.
A land claiming mod that allows users to claim land to protect your home from thieves, bandits and monsters, and admins to claim land with region flags and advanced protection
Cadmus
📖 About 📖
Named after the great king and founder of Thebes, Cadmus allows both players
and server admins to protect their land from thieves and certain environmental
elements.
Players can claim land as an individual or as a
team
.
Server owners can use the admin claim feature to claim chunks no player may touch,
and even further than that, they can use the region flags system to enable or disable
certain rules from occuring in the claimed admin chunks
Clumps groups XP orbs together into a single entity to reduce lag when there are many in a small area. On top of this, it also makes the player immediately collect the orbs once they touch the player, so you are not stuck with a bunch of orbs in your face.
Do I have to install it client or server side?
For
1.17 or newer versions
it is only required on
server side
.
For
older Minecraft versions
you have to install it on
both sides
.
If you would like to support me in my modding endeavors, you can become a patron via
Patreon
.
This project is sponsored by Nodecraft. Use code
JARED
for 30% off your first month of service!
Collective is a shared library mod with common code for all of Serilum's mods.
It contains data and functions centralized in one place. Collective helps a great deal in maintainting both the Forge and Fabric versions.
Having access to the library's code environment, creates possibilities for current and future project features. The updating process is also made easier when there's an improvement for a function that is relevant to many others. For example this means having to update one project, instead of six. This saves time and makes me a little happier.
Manages all config files of dependent mods.
Variables for increased compatibility with other projects.
Functions that convert data for mods.
An event to replace and resupply entities.
Networking code to send packets via the Common source set.
Centralized backwards compatibility for major version changes.
Configurable:
( how do I configure? )
transferItemsBetweenReplacedEntities
(default = true): When enabled, transfer the held items and armour from replaced entities by any of the Entity Spawn mods which depend on Collective.
loopsAmountUsedToGetAllEntityDrops
(default = 100, min 1, max 200): The amount of times Collective loops through possible mob drops to get them all procedurally. Drops are only generated when a dependent mod uses them. Lowering this can increase world load time but decrease accuracy.
findABlockcheckAroundEntitiesDelayMs
(default = 30000, min 0, max 3600000): The delay of the is-there-a-block-around-check around entities in ms. Used in mods which depends on a specific blockstate in the world. Increasing this number can increase TPS if needed.
------------------
You may freely use this mod in any modpack, as long as the download remains hosted within the Modrinth ecosystem.
Serilum.com
contains an overview and more information on all mods available.
Comments are disabled as I'm unable to keep track of all the separate pages on each mod.
For issues, ideas, suggestions or anything else there is the
Github repo
. Thanks!
Nothing else than a simple core mod required by most of CreativeMD's mods.
Features
* Gui-Api
* Config System (/cmdconfig or /cmdclientconfig)
* Packet system (supports splitted packets)
* Event system (by N247s)
* Ingredients
* Fake world
I know everybody hates core mods, because it is an additional file you have to download, but it speeds up my progress. Over the years, I've created tones of useful methods and ways to achieve something. Now i can put all of it in CreativeCore and use it for all of my mods.
Looking for a server to play with your friends. Our sponsor got you covered:
Use the promo code teamcreative to get 25% off the first month on any of the gaming servers!
The Dawn API is a library mod for the latest version of Minecraft that adds utility classes for constructing a typical mod for the Dawn Team.
It is designed to be handy and ease with the creation of any feature in the game through builder classes, and a variety of tools for data fixing.
By supporting Hugman, you can get access to the following:
Vote for the next features to be added to the Dawn Team mods
Get exclusive screenshots of the next features to be added to Dawn Team mods
Get early access to the latest beta versions of Dawn Team mods with new features
Get early access to new mods from the Dawn Team mods
We do not want to lock any in-game feature of the Dawn Team mods behind a paywall, because we believe that any Minecraft mod should forever remain free to download and fully exploit/use.
Supporting via Patreon is a more of way to help Hugman to continue to improve the mods and show the gratitude you might have towards Hugman's work.
Some money you donate may be used to pay for new features, such as music or art, but not all of it.
# Debugify
#### Debugify is a project that fixes **over 70** bugs found on the
bug tracker
in Minecraft.
(and does nothing more!)
[](https://wakatime.com/badge/github/W-OVERFLOW/Debugify)

[](https://short.isxander.dev/bisect)
What does this mod replace?
This mod replaces many mods and implements fixes from some others
What if I want to enable some bug fixes, but not others?
Debugify has a configuration GUI accessible by Fabric's
Mod Menu
.
If you don't want to it, there is always the configuration file located at
.minecraft/config/debugify.json
Client, or Server?
Debugify includes many fixes for both the client and server (all server fixes also apply to client).
So you should definitely use it on both.
Can I include this in my modpack?
Yes! Of course! I even added a little feature in the mod for you! The constant updates may be exhausting to maintain,
so I added a config option that defaults new bug fixes to off, until you get round to looking at it.
A Minecraft 1.19+ mod which features more blocks, items, armors, and hidden mysteries to complement the new Deep Dark biome. Our website: https://kyanitemods.dev
About
Deeper and Darker is a mod that aims to enhance the Deep Dark in Minecraft. It adds many new features related to the Deep Dark and a new dimension called the Otherside. Some content from Deeper and Darker: blocks such as sculk stone, gloomslate, and sculk grime; items such as warden tools, the sculk transmitter, and sculk-related mob loot; warden armor; and three different Otherside biomes! Play the mod to find more content and explore hidden mysteries!
Translations
We hope to make Deeper and Darker available for everyone, everywhere. This is done with the help of the community! You can help translate the mod into your language by visiting our
Crowdin page
!
Guide
Don't know how to begin with Deeper and Darker? Check out our
wiki
! (still a WIP)
Issues
If you ever experience any issues while playing with this mod, notify us on our
GitHub issue tracker
! Follow the bug report guidelines and be as clear as you can.
This mod only needs to be present on the server to work. But it's recommended to be included in modpacks to fix these issues while on singleplayer.
The entities will only be fixed on spawn, which means that if your world already has duplicated entities, this will not fix it, you'll have to remove them. Future entities that spawn while this mod is installed will not be duplicated.
See farther without turning your game into a slide show
What does Distant Horizons do?
Simply put, it add simplified terrain past Minecraft's default view distance to improve performance and allow for longer draw distances.
Now you can finally enjoy that lookout tower you built on top of a mountain!
This photo was taken with a Minecraft render distance of 12 and a mod distance of 512.
If you want to see a quick demo, check out the latest update video
Hey, Hey you! This is important!
The version support numbers are strict!
If a version says it supports MC 1.18.1 it will NOT work on 1.18.2!
And: the mod is still in alpha. Things may change, break, crash or otherwise go wrong. You have been warned!
Although if you have problems feel free to leave an issue on the project's GitLab.
FAQ:
Q: Forge or Fabric?
A: MC 1.20.6 and newer - NeoForge and Fabric are both in the same jar.
MC 1.20.4 and older - Forge and Fabric are both in the same jar.
Q: Shaders?
A: Yes, but only with certain shaders.
- Optifine: DH partially works with forward rendered shaders.
- Iris (and equivalent ports): DH 2.1.0+ only works with Iris 1.7+ and only with shaders built with DH support in mind.
- DH 2.0 and older don't work with Iris.
Q: Does this work with player created structures?
A: Yes.
Q: Is there multiplayer support?
A: Yes.
Although currently the mod is only client side so you have to explore chunks for the mod to use them.
Extended FAQ:
Discord:
Join our Discord for news, updates, and help:
discord.com/invite/xAB8G4cENx
Support us:
If you want to help with development, join our discord and let us know!
Otherwise if you can't help with development but still want to support Distant Horizons, check out our donation page:
This mod is part of
The Vanilla Experience
modpack and
Serilum's RPG Bundle
mod.
Double Doors is a minimalistic mod which adds the ability for identical double doors, trapdoors and fence gates to be opened simultaneously. This can be done by clicking any of the (wooden) doors, or via a single pressure plate or button. By default the mod will also find other connected door-type blocks and open those, up to a maximum of 10 blocks away. This can be toggled in the config.
Crouching will disable the double door feature and open/close the single block only.
Configurable:
( how do I configure? )
enableRecursiveOpening
(default = true): Whether the recursive opening feature should be enabled. This allows you to for example build a giant door with trapdoors which will all open at the same time, as long as they are connected. The 'recursiveOpeningMaxBlocksDistance' config option determines how far the function should search.
recursiveOpeningMaxBlocksDistance
(default = 10, min 1, max 32): How many blocks the recursive function should search when 'enableRecursiveOpening' is enabled.
enableDoors
(default = true): When enables, the mod works with double doors.
enableFenceGates
(default = true): When enables, the mod works with double fence gates.
enableTrapdoors
(default = true): When enables, the mod works with double trapdoors.
enableModIncompatibilityCheck
(default = true): Checks if there are other mods loaded with double door functionality. If found, it edits a line in their config to disable double doors. Fixes doors not opening due to code being ran twice.
Works with all the double door configurations, but also recursively with all others!
The Recursive Update (3.0)!
Any connected door-type block will now be found recursively and opened:
Show Spoiler
By default the recursive function will open blocks 10 blocks away, but this can be changed with the 'recursiveOpeningMaxBlocksDistance' config:
Show Spoiler
Some more GIFs!
Click on any of the two doors and the other one will open as well:
Show Spoiler
Open iron doors with a single button, or any other configuration.
Show Spoiler
Works with trapdoors and fence gates on top of each other, by click or pressure plate/button.
Show Spoiler
------------------
You may freely use this mod in any modpack, as long as the download remains hosted within the Modrinth ecosystem.
Serilum.com
contains an overview and more information on all mods available.
Comments are disabled as I'm unable to keep track of all the separate pages on each mod.
For issues, ideas, suggestions or anything else there is the
Github repo
. Thanks!
Explore the vast, challenging dungeons that are loaded into your world! This mod introduces new dungeons, along with tricky, but fair bosses to fight at the end of the dungeon.
About
Explore the vast, challenging dungeons that are loaded into your world! The mod introduces a number of new dungeons to explore with various sizes and themes, along with a tricky boss to fight at the end of many structures. Obtain the new items to fight through a number of mobs that block your path. Reach the end of the dungeon and defeat the bosses to claim the reward and dungeon for yourself! Welcome to Dungeon Now Loading! Explore and discover, curious dungeoneers!
Goal
Our goal is simple: to add 100 new challenging, but fair dungeons and bosses to the world of Minecraft. Minecraft is a sandbox game and players find their own way to enjoy the game, but we believe that there are players that want difficult challenges that demand more skills and knowledge from Minecraft. Our objective is to fill in that gap by adding fun challenges in the shape of dungeons and bosses, while providing more tools that the players can use to face the challenges. We update the mod regularly and every 1% increase in the percentage will be an update that adds in a new structure and boss or a significant update that changes the gameplay of the dungeons. If you are interested in joining our journey to 100%, try out our Dungeon Now Loading Mod!
We have a friendly community in our discord and many activities going on such as:
We also have Patreon! We really appreciate the support we get through Patreon because it lets us dedicate more time to the project and develop higher-quality dungeons and bosses. If you are interested in supporting us, you can check out our Patreon. We also have Patreon-exclusive content:
A Structure Datapack adding dungeons, taverns and other structures to find while you explore the world.
This datapacks adds (hopefully) vanilla like structures that are supposed to blend in with the rest of the game and feel like they belong there. going from environmental additions like fire watch towers and taverns to dungeons like badland minder outpost and illager hideout
This datapack also adds 12 new enchantments:
Wax Wings, Elytra Enchantment that doesnt make you lose durability while gliding slowly
Gravity, Crossbow Enchantment that pulls any Entity close to arrow impact, including yourself, up to 3 levels
Outreach, Chestplate Enchantment that makes you able to interact blocks from further away
Power Crossbow, Enchanted Weapon working like Bows with Power, but only working on Crossbows instead
Piercing Bow, Enchanted weapon working like Crossbows Piercing, but only working on the Bow instead
Multishot Bow, Enchanted weapon working like Crossbows Multishot, but only working on the Bow
Ghasted, Shoots Explosing Arrows with the strengh of a Ghast
Wither Coated, Weapon Enchantment that has the chance to apply the Wither Effect on an Entity, but halves the tools Durability. Mutex with Fire Aspect
Photosynthesis. Armour and Tools Enchantment that slowly regenerates Durability while exposed on sunlight, works if worn by armourstands. Mutex with Mending
Traveler, Boots Enchantment that makes you slightly faster while sprinting and increases your stephight so you can walk up 1 block high slopes like a horse
Antitoxin, Chestplate enchantment that makes you immune to any poison damage, not even flinching, But it damages your Chestplate instead. Mutex with Protection Enchantments like any of the Protection Enchantments
Illagers Bane, Weapon Enchantment that deals more damage against Illager, like smite and sharpness its mutex to the other damage ups
if you have trouble to find dungeons, type "/locate nova_structures:[same name as the list above but with "_" instead of a space]"
I want to add more in the future but this is the first wave,
I hope you enjoy and check out Walls who made all the loot tables for dungeons and structures
☠️ Increase the difficulty and get matching rewards.
🔧 = this mod | 🔩 = entity & loot attributes
📦 Features
👨👩👧👦 Per player difficulty
The more players are online, the stronger mobs spawn.
☠️ Zone specific difficulty
Mobs spawning at different locations (dimensions, biomes) have increased attributes (such as attack damage, health, armor) by different amount.
(Generic example: all hostile mobs in the nether have more health, attack damage, armor)
(Specific example: all creepers in the jungle have more health and movement speed)
✨ Zone specific rewards
To match zone specific difficulty, items looted from mob drops and chests, have increased attributes (such as attack damage, projectile damage, armor, max health, etc...) by different amount.
Some loot tables have specific buffs to their items.
(Generic example: all looted items in the nether are stronger)
(Specific example: all weapons looted in desert pyramid chests have more attack damage)
🧐 Examples
Loot chests in the nether
Mobs
🔧 Configuration
This mod is fully configurable, for more details check out the
project readme
.
Supported entities and items such as torches or lanterns emit light! Server-side only!
Tschipcraft's Dynamic Lights
A server-side data pack/mod for 1.17x-1.21x
YouTube showcase
Features
Supported entities and items such as torches or lanterns will emit light by using the light block added in 21w13a. Some items are water sensitive and only turn off or on inside water.
Additionally, all enchanted items will emit light level 6 while some enchants under certain conditions emit light level 9.
For a detailed overview of all supported items and entities, take a look at the wiki pages linked below.
This data pack/mod is completely server-side, but can also be installed on the client only for single-player worlds!
This data pack is also available as a mod with an additional global config file and settings menu when installed alongside
MidnightLib
.
Decide if you want to download the pack as a pure data pack [DP] or packaged as a mod [Mod].
Put the pure data pack .zip file into the
datapacks
folder of your Minecraft world, or the mod into your
.minecraft/mods
folder.
Manage
To open the ingame menu, execute
/trigger tschipcraft.menu
or
/function #tschipcraft:menu
. There is a
Reset
and an
Uninstall
button.
Some sophisticated redstone contraptions may not work when this project is installed, since the light block is not pushable for some reason. Please report any issues on GitHub.
Descend into madness with new end biomes, forbidden magic, and more.
Eldritch End
is an end expansion mod inspired from
H.P. Lovecraft
's work. It aims to bring the lovecraftian universe to the end, while being original. Adding new biomes, tons of blocks and items, horrible aberrations to fight, its own corruption mechanic, and more. It is also inspired from the
World of Warcraft's Visions of N'zoth
update.
The Biomes
From the desolated Hasturian Wastes, to the corrupted Primordial Abyss, delve yourself into eerie and dangerous biomes, but beware of the monsters. Tons of new biomes coming soon!
Configuration
Everything is configurable. Adjust the mod to fit your modpack perfectly. We aim to make everything configurable, including every detail. Feel free to request configs for features that aren't yet!
The current release of this mod is on beta. Early access releases will be available for
Ko-fi supporters
, including the first bosses,
Hastur, The King In Yellow
and
The Faceless
.
A featureful and accessible item and recipe viewer
EMI
EMI is a featureful and accessible item and recipe viewer. It brings many new features, and optimizes for the user experience. Outside of the standard Fabric/Quilt API, EMI requires
zero
dependencies, and can be launched with the game simply and easily.
Runtime JEI Compat
For runtime JEI compat, all you need to do is install JEI alongside EMI and they will work together to share recipes. JEI will be hidden.
What does EMI bring to the table?
Of course EMI comes with every feature you'd come to expect from the outset, viewing recipes, favoriting items, searching, and the like. But what's new that EMI offers?
A craftable mode for
quickly crafting
any recipes you're able to make, usable by toggle or as a config for empty searches
Recipes
can be
favorited
with items, and also can be used to quickly craft at a button press
A
recipe tree
for breaking down the cost of a complex craft, showing you
every step
, how many
base ingredients
you need, and what you'll have leftover
A
recipe tree crafting mode
, counting up the materials and steps you need to be complete to finish a task, including
synthetic favorites
in your sidebar you can use to
craft every step
for exactly as much as you need
Smart display of
tags
, with translations, models, and tooltips, showing you ingredients at a glance, such as "Planks" instead of slowly rotating through every plank in the game.
Smart breakdowns of base costs, letting recipe trees automatically break down to base ingredients, and letting you define
your own defaults
as you play
Tooltips
for recipes, tags, and ingredients showing you what will be crafted, and what makes up an ingredient
Binds for quick crafting
straight into your inventory or cursor
, one or many at a time, in conjunction with recipes favorites or the craftable mode
A
clean
and
modern
API, built from the ground up to be simple, powerful, and suit all of EMI's features
Zero third party dependencies
. EMI only requires standard, first party Fabric/Quilt APIs
What does EMI stand for?
It doesn't, it's not an acronym. Or maybe it's an acronym without a meaning? If it makes you more comfortable, you can pick one from the list below, or make your own up.
Reduce block entity FPS lag with almost no compromises, and improve their visuals
Enhanced Block Entities
EBE is a
100% client side
Minecraft mod for the
Fabric
mod loader which aims to increase the performance of block entity rendering, as well as offer customizability via resource packs.
How does it work?
EBE Makes some block entities use baked block models rather than laggy entity models.
Is it just an optimization mod?
EBE isn't
just
an optimization mod, some side effects of its optimizations are many visual improvements.
These may include:
- Smooth lighting on block entities
- Being able to remodel block entities with block models
- Toggling features like christmas chests
- Being able to see block entities from as far away as possible
What about animations?
The best part about EBE is that you still get to keep animations, while gaining the performance boost of baked models! Most animated block entity models will only render when absolutely necessary.
Q: I need help with the mod/need to report a bug!
A:
If you're having trouble setting up the mod or using it alongside other mods, I'd recommend you join our
Discord Server
and ask for help there.
If the issue is a BUG
please report it on our issue tracker ("Issues" tab at the top of the page)
Q: My chests have glitched animations!
A:
You're likely using Sodium, which doesn't support certain Fabric Rendering features by default. If you need to use Sodium with EBE, you should install
Indium
.
Q: My chests are invisible!
A:
You may be using a resource pack that conflicts with EBE. Open the Block Entity Settings menu (through EBE's Mod Menu entry or through vanilla Video Settings) and enable "Force Resource Pack Compatibility".
Q: How is this different from
FastChest
?
A:
FastChest does not preserve chest animations, and only optimizes chests (in a similar way to EBE). EBE also optimizes other block entities:
- Ender Chests
- Signs
- Bells
- Beds
- Shulker Boxes
- Decorated Pots
FPS Boost
Rendering 1700 chests:
Vanilla
With EBE
A 155% frame rate increase!
Resource Packs
Here's an example of how you can customize chests with resource packs using EBE.
Using async path-tracing to hide Block-/Entities that are not visible
EntityCulling
Using async path-tracing to skip rendering Block/Entities that are not visible.
Website.
Minecraft skips rendering things that are behind you, so why is it rendering everything that you still can't see because of a wall in the way? This mod utilizes your other CPU cores/threads to do really quick path-tracing from your camera to all block/-entities to determine rather they are visible or not. During the rendering, the not visible ones will be skipped the same way entities behind you are.
Dependencies
none
Incompatible
none (With some mods you might need to add the blocks to the config whitelist to fix visual issues)
Tested with
Sodium
Iris
Optifine
Note to why it works even with Sodium/Optifine
This has been tested with other mods, Optifine(Optifabric), Iris, and Sodium, in all cases resulting in fps gains in places like Game Server lobbies.
You might wonder why it does increase the FPS with Sodium since Sodium has "Use Entity Culling" in its Advanced settings and enabled by default. The difference is that Sodium does a really quick pass based on the visible chunks, being way less aggressive and thereby still rendering entities that just happen to be in visible chunks, but not visible themselves.
FAQ
Does this have to be installed on the Server?
No, this is fully Client-side and can't be installed on servers.
Will this influence farms/mobs?
No. Since this mod just skips the rendering, mobs will still spawn/move/drop items.
Credits
RoboTricker created the original server-side async raytracing occlusion culling implementation for Transport-Pipes.
EMF is an, OptiFine format, Custom Entity Model replacement mod available for Fabric and Forge.
# Entity Model Features
[](https://modrinth.com/mod/entity-model-features)
[](https://curseforge.com/minecraft/mc-mods/entity-model-features)
[](https://modrinth.com/mods?e=client)
[](https://discord.com/invite/rURmwrzUcz)
[](https://ko-fi.com/traben)
Entity Model Features (EMF) is a Fabric, Quilt & Forge mod that adds support for OptiFine's Custom Entity Models (CEM).
It's designed for anyone who wants to use the CEM resource pack features but to use mods such as Sodium, Continuity or ETF.
Required Mods
Please also install the below mods if you can, the obvious ones such as Sodium are not mentioned.
It should also go without saying EMF is NOT compatible with dorianpb's CEM and OptiFabric.
Required
Entity Texture Features (ETF)
:
EMF uses several features from my other mod ETF, so it is required. (primarily used to support the random model feature, the config screen, and allow textures set in models to vary like in OptiFine)
Highly recommended
Entity Culling
: This mod does wonders for reducing entity rendering lag, doing even more than Sodium's included entity culling. This is very beneficial when using animation heavy packs like Fresh Animations.
A:
Most packs work fine, but I'm sure there are some exceptions, report any found issues
here
, or on my
discord
.
Q:
What's different between EMF and dorianpb's
CEM
?
A:
EMF is in a complete state and has a nearly 1 to 1 parity with OptiFine CEM, EMF also does a few extra things like player animations and armor model support, with more ideas on the way :)
EMF also does things differently under the hood with little to no hardcoding of support for vanilla models. Allowing full CEM support for various modded entities.
Q:
Backports?
A:
Backports to 1.18 & 1.19 are planned.
Backports to version 1.17 and below are not planned at this time.
Emissive, Random & Custom texture support for entities in resourcepacks just like Optifine but for Fabric
Entity Texture Features
🤔 What does this mod do?
ETF is a Fabric (Quilt compatible) & Forge mod that adds many new
Entity Texture Features
, including entity and player skin features!
This way, ETF achieves more OptiFine parity on the Fabric mod loader. If you want more OptiFine features on Fabric, you can either check
this list
, made by LambdaAurora,
or
you can use the
Fabulously Optimized modpack
, which includes
all
the OptiFine parity mods!
Featuring:
🎲
Custom & random entity textures with the OptiFine format, including even more properties!
💡
Emissive/glowing entity textures with the OptiFine format
Iris Shaders
-
Fully compatible
(Support varies depending on the shader)
Mod added entities -
Compatible
(Only if the mod creator used the vanilla rendering code to render their mobs)
Settings & configuration
Settings can be changed in-game using
Mod Menu
, the settings button in the resource pack screen, or by editing the config file, located under
config/entity_texture_features.json
A few of these options can also be changed via the
Puzzle mod
Mod support
This mod should be compatible with any mod added entities as long as they extend
LivingEntityRenderer
class for rendering and utilise it correctly
Any mod displaying an entity in a custom GUI can force the default texture by having the
entity.getblockstate
set to either
null
or of type
VOID_AIR
, the same can be achieved by settings the display mob's UUID to
UUID.nameUUIDFromBytes(("GENERIC").getBytes())
.
FAQ
My entities are invisible/broken!
Custom Entity Models is not a feature provided by ETF. If your entities are invisible or look corrupted you'll need to instal my other mod
Entity Model Features EMF
as well (this includes resource packs such as Fresh Animations). Keep in mind that the CEM mod is still in alpha development and may still occur issues.
Blocks and items are not emissive!
ETF does not support emissive block and item texture, for that you'll need to install
Continuity
.
My game is lagging, help!
If you are experiencing lag please check your most recent log file to see if any errors are being logged, sometimes an incorrectly written properties file or missing textures may lag the system.
It doesn't work!
Check if any issues are not actually a problem in the properties file, a few packs seem to be pointing to a texture that doesn't exist.
So far all mob entities support random & emissive textures, but there may still be some quirks. If you find bugs you can either
report them in GitHub
or get support in the Discord server (linked on the top of the page).
Emissives are broken with Complimentary shaders, what do I do?
Complementary shaders has its own in-built emissive textures that usually work fine but will conflict with some resource packs. You can either disable Complimentary's emissives or ETF's emissives to fix this.
My question isn't here!
Feel free to check ETF's
Discord
to ask your questions or check the FAQ there :)
A mod focused on adding new 3D-styled armors and weapons. This mod is supposed to use with Spell Engine.
Epic Knights'n'Mages Fabric is an official port of the Forge counterpart. But because there is no available Fabric Version of Ars Nouveau it is compatible with Spell Engine.
Note: This mod is still in progress, so it could crash and contain bugs.
Allows you to locate structures anywhere in the world.
Explorer's Compass is an item that allows you to locate structures anywhere in the world. If you're looking for a compass that can locate biomes, check out
Natures's Compass
.
Features
Right-click with the Explorer's Compass to open a GUI through which you can select a structure or group of structures to search for
Shift-right-click to reset the compass state
Information about a structure search is displayed on the HUD
When the compass is not pointing at a structure, it will point at the world spawn
Supports all registered structures, both vanilla and modded
Adjust properties like maximum search radius and blacklisted structures in the config file
Images
Information about a located structure is displayed on the HUD
The compass GUI, through which you can select a structure to search for
Recipe
The crafting recipe for the Explorer's Compass
Modpacks
Yes, you can use this mod in your modpack.
Support
If you enjoy the mod and would like to support the project, feel free to
leave a donation on PayPal
. Support is greatly appreciated!
Sponsor
This project is sponsored by BisectHosting. If you're looking for a server, check out their hosting plans and
use promo code
Chaos
at checkout
to get 25% off your first month!
Lightweight and modular API providing common hooks and intercompatibility measures utilized by mods using the Fabric toolchain.
Fabric API
Essential hooks for modding with Fabric.
Fabric API is the library for essential hooks and interoperability mechanisms for Fabric mods. Examples include:
Exposing functionality that is useful but difficult to access for many mods such as particles, biomes and dimensions
Adding events, hooks and APIs to improve interopability between mods.
Essential features such as registry synchronization and adding information to crash reports.
An advanced rendering API designed for compatibility with optimization mods and graphics overhaul mods.
Also check out
Fabric Loader
, the (mostly) version-independent mod loader that powers Fabric. Fabric API is a mod like any other Fabric mod which requires Fabric Loader to be installed.
Make your journey to the End more Challenging and Engaging with End Remastered!
End Remastered overhauls the way players get to the End and makes the experience way more interesting by forcing them to fully explore the beautiful world of Minecraft. Adding 16 totally new Ender Eyes hidden all around your world, this mod will make your playthrough a lot more enjoyable.
Thanks to Apex Hosting for partnering with End Remastered!
Are you looking for a place to play Minecraft with your friends?
Well, look no further because
Apex Hosting
got you covered! With their great and easy to use Control Panel and their multiple servers spread across the entire globe, you can have your own Minecraft server up and running in about 5 minutes. Use this link:
https://billing.apexminecrafthosting.com/aff.php?aff=4481
or click on the image below to get started now!
Want to support us directly, you can also donate through PayPal:
Learn More!
The Mod Content:
Exploration is the main focus of End Remastered, and to reach the End and beat the Ender Dragon, you will have to find 16 custom eyes by exploring vanilla structures and fighting vanilla bosses. Once you have at least 12 eyes, you can follow them until you reach the Stronghold. You have to put
the 12 custom eyes in the portal in order to open it
. If there's a vanilla eye of ender in one of the frames, you can remove it by right clicking on it with a custom eye.
The Eyes are a really important part of End Remastered, just like Vanilla Ender Eyes, they allow you to activate the portal to the End. However, unlike Vanilla Ender Eyes, they are not dropped by Endermen, but must be found by exploring, fighting and mining. For more info, click the spoiler tag below.
1. Old Eye - Found in Desert Pyramids
Legends say this eye once belonged to one of the great Sandworms
2. Nether Eye - Found in Nether Fortresses
It was lost by a demon in the battle between the Aether and the Nether
3. Cold Eye - Found in Igloos
One of the last artifacts left behind by the Iceologers before they all suddenly vanished from the world
4. Rogue Eye - Found in Jungle Pyramids
This eye is believed to have given our ancestors the knowledge of Redstone
5. Black Eye - Found in Buried Chests
Pirates say it gave sight to the legendary Black Pearl
6. Magical Eye - Dropped by Evokers
Without this eye, the Evoker has no power
7. Lost Eye - Found in Mineshafts
It is told that it was forged by the first blacksmiths of time
8. Corrupted Eye - Found in Pillager Outposts
The eye of a greedy king faded in solitude. Legend says it will bring infinite fortune to its owner
9. Wither Eye - Dropped by The Wither
Has witnessed destruction. Maybe it also witnessed your stuff disappear
10. Guardian Eye - Get it by Killing Elder Guardian
It has seen many warriors drown into the depths of the sea
11. Witch Eye
-
Craft it using the witch pupil
This pupil is believed to have seen the ancient brewing recipes that were lost in time.
12. Cursed Eye - Found in Bastions treasure chest
A powerful yet destructive artifact; the Piglins swore to protect it at the cost of their lives
13. Exotic Eye - Craft it using aquatic items
Those who followed this eye were never seen again; rumors say they found the great city of Atlantis, or lost their way trying
14
. Evil Eye - Buy it from a master cleric
A holy talisman said to protect its owner from bad luck
15
. Undead Eye - Craft it using an Undead Soul
Remembrance of the past lives of those who live in death
16
. Cryptic Eye - Have a small chance to get it when enchanting
No information about this eye
End Remastered also adds some items to the game. Click the spoiler button to see the crafting recipe for all the items.
The Witch Eye:
The Exotic Eye:
The Undead Eye:
*You can get the Undead Soul by killing a skeleton horse.
Support:
We always try to be aware of issues in End Remastered, if you experience a bug while playing our mod, please report it in the comments or the "Issues" section to help us keep the experience fun and enjoyable for all players.
CLICK HERE
to
join our discord server to speak, chat, report problems o
r play with us :)
Break down your trees by only cutting one piece of it
This mod will change the way you break trees. 4 modes are available:
* Instantaneous: Break one log and the whole tree will fall
* Shift down: Break a block and the log will slowly shift down as you cut it (good if you don't want to "cheat" too much but are lazy to go cut top log blocks 😛)
* Fall items: Break one log and the whole tree will fall with an animation
* Fall blocks: Break one log and the whole tree will fall on the floor with an animation
Several options are available in the config file:
Customize what is considered as a tree (log blocks & leave blocks).
Customize what tools can be used (add more axes, allow everything, ...).
Turn leaf breaking on/off.
Option to disable the effect of the mod by sneaking (can be reversed).
Change speed depending on the tree size.
Damage tools or not (can set it to break the tool by the amount of blocks there were in the tree).
For Neoforge/Forge users,
Cloth Config API
is optional on the client and allows you to have a config GUI in game.
Starting Minecraft 1.21, enchantments needs to be added separately through a datapack
available here
.
NOTE: On servers this mod can be server-side only, client isn't required (except if you use the change speed feature and/or enchants configurations).
This mod reduces the memory usage of Minecraft in a few different ways. A high-level technical description of the changes is available
here
.
The amount of memory saved will depend on the pack. In version 2.5.9 of
All Of Fabric 3
it reduces the RAM usage (heap size) from 1,792 MB to 984 MB. For comparison the same setup with Hydrogen instead of FerriteCore uses 1,335 MB.
These values were measured after generating a world with a fixed seed and waiting for two minutes.
The project picture is a cropped version of
this
picture.
FAQ
Should I install this on the server or just on the client?
Some optimizations are client-side only, but there are some rather high-impact optimizations that are relevant on the server too. So you should install it on both sides.
Is this compatible with [other mod]?
Most likely yes. The only exception is Hydrogen, which is compatible with all recent FerriteCore versions
on Minecraft versions where Hydrogen is officially released
. This means that 1.18+ builds are not compatible with Hydrogen, since it has been officially archived and won't receive any releases on these versions.
An addon for the Friends&Foes mod, adding one moobloom variant for each flower.
Flowery Mooblooms (Fabric)
Friends&Foes - Flowery Mooblooms is a small addon for the Friends&Foes mod, adding one moobloom variant for each flower. Mooblooms can be found in meadow and flower forest biomes. You can check the
wiki
to get more information about the mooblooms.
Be aware that the main
Friends&Foes
mod is required to run with this addon. Looking for the
Forge
or
Quilt
version?
I will continue to develop my mods regardless of any support as it is my hobby, although most of my free time goes into development of my mods. So if you want to support me anyway, you can do that via
Patreon
or
Ko-fi
. That said, I do appreciate all of your support.
Feel free to look over my code for examples of how i have implemented and solved various problems while writing this mod, incorporate snippets into your own code. Also feel free to use this mod in any modpack (although credit/link back to this page will be greatly appreciated).
NeoForge's & Forge's config systems provided to other modding ecosystems. Designed for a multiloader architecture.
Forge Config API Port is a modding library for mod developers that provides both NeoForge's & Forge's whole config system to other modding ecosystems. Allows developers to use NeoForge configs on Fabric & Forge and Forge configs on Fabric & NeoForge.
The library is built with a multiloader architecture in mind by also offering a mod loader independent common distribution, so there needs to be as little platform specific code as possible.
▶️
Allows developers to continue using the same code for creating their configs as they do on NeoForge & Forge.
▶️
Same package and class names as NeoForge & Forge, no refactoring required when porting!
▶️
Built for a multiloader architecture: Simply setup your configs in a common module!
▶️
Users don't need to install any additional library on the mod loader the chosen config system is native to (NeoForge / Forge), everything is built in there!
▶️
Check out the developer wiki for instructions on how to use Forge Config API Port in your project!
Allows Forge's configs to be configured directly in-game. Quick and easy with a beautiful design!
📖 About:
Config Menus for Forge
allows for editing config files for all mods directly in-game without having to ever touch a single file again.
📚 Contents:
Most notably, this mod allows for: editing all of Forge's config types (including server configs, as well as syncing with an online server and other players), setting default configs to be used when creating new worlds, a powerful and immersive search, proper handling for editing lists with various data types, an easy to use interface for dealing with all configs added by a single mod at a glance, and much more.
When opening a mods config menu you'll be greeted with a file selection screen listing all config files added by the mod. The restore defaults button allows for resetting a single config file as a whole (you can tell a config has been modified when it's name is in italics). There is also a button for opening the actual config file in an editor. The copy to defaults button allows you to set this config as a default config to be used whenever the config is recreated (mainly useful for server configs when creating new worlds).
When a config is open, you'll find a big list with all config options and categories. The button to the right of every option will restore it's default value. When an option is hovered, a tooltip will provide additional information, including the internal key, description, range, allowed values, and the default value. On the bottom, the cancel button can be used for discarding changes, the done button will save all changes to the config file.
The path bar on top shows where you currently are within the active config file. But there's more: It also functions as a navigation bar. You can click on previous categories to go back to them.
Searching is quite fancy, the current query is highlighted, and found entries are sorted accordingly. Results will be located in the current, as well as all subsequent categories. And best of all, the search field can be cleared again with a simple left-click.
Editing more complex values such as strings, enums and lists is done via a separate screen. In this case, an enum value can be chosen from a list where all choices can be viewed at a glance.
Editing lists on the other hand looks quite a bit different. All values are entered as strings and will be converted and checked automatically. Sometimes, the type of a list cannot be determined by Config Menus for Forge, so you'll be promted to choose the type yourself, or edit the option directly in the config file instead (not yet implemented). Also lists cannot be saved when invalid entries have been added, they need to be manually corrected before that.
Editing server configs is a bit different from other config types. They exist for every single world, so to edit a server config from the main menu you'll have to select a world. When you're currently playing in a world this world will be selected automatically. This message is shown when Config Menus for Forge has to create the server config first as it doesn't exist yet.
This message is shown when playing on an online server. Server configs can only be edited by server operators. When doing so, they'll be synced back to the server and from there to all other clients. In singleplayer no warnings are shown and no syncing happens as everything is done locally.
💡 FAQ:
Q: Can I edit server configs with this mod?
A:
YES!
Q: Can I edit server configs while on a multiplayer server?
A:
Yes again! The only limitations are that you need to be an operator on that server, and Config Menus for Forge needs to be installed server-side as well.
Q: I can't edit Forge's client config!
A:
You have OptiFine installed, Forge's client config can't be used then. This has nothing to do with Config Menus for Forge.
Q: I'm a server owner and I don't want anyone to edit the server's configs while it is running.
A:
Simply don't install Config Menus for Forge on your server, everything but editing server configs will still work for your players.
Q: I'm a mod developer and I already added custom backgrounds for Configured. Do I need to do it for this mod again?
A:
No, Config Menus for Forge uses the resources provided by mods for Configured as well. There are other developer options planned for the future though. In case you're unsure about adding a custom background to the config menus for your mod, check out the instructions on the mod page for
Configured
.
Q: I'm a developer and I want my mod to use these config menus. What do I need to do?
A:
Nothing really. Just ask your users to install this mod alongside yours. You don't need to add a dependency or anything like that.
🏆 Credits:
Developing Config Menus for Forge was helped and inspired by:
Adds outvoted and forgotten mobs from the mob votes in a believable vanilla plus style. (Copper Golem, Glare, Moobloom, Iceologer, Barnacle, Wildfire, Illusioner, Rascal, Tuff Golem)
Friends&Foes adds outvoted and forgotten mobs from the mob vote. One of the main goals is to further expand upon original concepts and add new vanilla-like features related to all the mobs.
You can check
wiki
for a detailed overview of implemented mobs and features.
Tuff Golem
Tuff Golem
, a statuesque mob, which can hold and display any item you give it, but be careful when it is not sleeping it loves to take spontaneous strolls.
Want your tuff golem to stay put? Stick it in place with a
honeycomb
. If you want to
build
this sleeping beauty, gather a tuff block, a wool block of any
color
, and a pumpkin.
Rascal
Discover
Rascal
, a mischievous little creature located in the mines, that finds joy in the game of hide-and-seek.
It’s both playful and helpful, giving you hints as you search for it.
Find it three times and it will reward you with the bundle of your dreams!
Copper Golem
Meet the
Copper Golem
, a pocket-sized, comedic marvel that finds joy in randomly pressing copper buttons.
Like any other copper creations it will
oxidize
over time, but do not worry, maintenance is a breeze! For a quick makeover, grab an
axe
or a
honeycomb
.
If you want to
build
this little creature, gather a copper block, a pumpkin, and a lightning rod.
Introducing the
Glare
, grumpy and cute mossy companion living in the lush caves that hates the darkness.
Do you share a disdain for the dark? In that case glare can show you areas that are dark enough for monsters to spawn.
If you want to
tame
or
breed
this little cutie, you will need the glow berries, but be careful, glares tends to snack on them regularly, leaving no leftovers.
Iceologer
Encounter the
Iceologer
, a lonely illager who lives deep in the snows.
You can find him by searching for a small spruce
cabin
among the trees.
But be careful on your adventure though, as years of living in the wild has made his heart colder than the ice around him. If he spots you, brace for
icy attacks
, turning your adventure into a frosty challenge.
Presenting the
Moobloom
, sun-kissed cow, covered with a beautiful flowers, living mostly in the flower forests.
These flower-covered companions are not only a sight to behold, but also engage in a harmonious synergy with bees.
As they traverse, the mooblooms leave a trail of blooming flora, turning each step into a mesmerizing journey through nature's wonders.
Wildfire
, the master of blazes, which is protected by four shields.
This encounter is not a friendly one, watch out for its shield debris barrage and ground-shaking shockwave attack.
When cornered, it summons blazes for reinforcement. Conquer the challenge, wield strategy against this fiery sentinel in it's
citadel
domain.
Introducing the
Mauler
, pint-sized predator roaming savannas, badlands, and deserts. They are on a quest for chickens, rabbits, and more.
You can feed them enchanted goodies to
store experience points
and later extract them using bottles. But beware the more experience points, the bigger and hungrier the Mauler!
Illusioner
Encounter the
Illusioner
, a cunning trickster armed with a bow who lives in the taiga. You can find him by searching for a small shack or his training grounds.
Approach with caution, for the
blinding spell
may leave you in the dark, making it challenging to distinguish between
illusion
and reality.
Ever wanted to ride a
Zombie Horse
? If so, approach one during a thunderstorm, and magic may happen – you might even catch a glimpse of the four horsemen."
⚙️ Compatibility / addons
Friends&Foes is designed to be fully compatible with all other mods, and it currently offers few addons and datapacks:
I will continue developing my mods as a hobby because I truly enjoy it. If you'd like to support me, you can do so on
Patreon
or
Ko-fi
. Your support is greatly appreciated.
Please feel free to explore my code for examples of how I've tackled and solved various challenges while developing this mod. You're welcome to incorporate code snippets into your own projects. Also feel free to use this mod in any modpack (although credit/link back to this page will be greatly appreciated).
You can also look into the
blockbench directory
which contains all the models & palettes and into the
textures directory
for textures. Get inspired, but please don't just copy & paste any of it as your own.
API used in fzzyhmstrs mods that provides various utilities for Kotlin mods
Welcome to Fzzy Core! This is the base API that powers some kotlin mods made by fzzyhmstrs (that's me!). Besides offering some basic utility functions that come in handy for many different types of mods, Fzzy Core includes the basic framework of the Modifier System, a flexible and powerful system for modifying... almost anything!
Fzzy Core has KDoc integrated into the source for guidance on use. I'm also working on creating a wiki!
Fzzy Core is currently for Fabric. No port to Forge is planned at this time.
Fzzy Core is part of my project to split Amethyst Core into more functional component parts. This mod is the base of those parts, other APIs in my catalog build upon this base (like Amethyst Core for magic mods)
Coding Utils
Fzzy core contains several utilities that make coding mods just a bit easier! These utilities include:
A base Enchantment Class that can be easily integrated with a configuration system to disable/enable individual enchantments.
A wrapper for Text that avoids headaches involved with multi-version mods and having to constantly battle merge conflicts on Text changes
A persistent effect system that allows for creation of delayed, repeating (or non-repeating) events that aren't tied to a specific objects tick or other messy implementation.
A particle creation system that allows for placing client-side particles at a certain spot in a players POV. This allows for items with particles dripping off them, a torch that emits smoke, etc.
Synced Configuration System
Create an easy-to-manage config system that allows for version control over time, and automatically syncs server configs to joining clients!
Takes advantage of some of Kotlin's unique functionality for a simple and clean looking implementation
Helper methods for automatic updating of config files to new versions, capturing the information from the old version before replacing it with the update.
Simple implementation of auto-syncing functions.
Custom Flavor Items
Add basic or tool items with flavortext!
Default implementation is simply some new lines in the lang file
Optional methods for more complex text
Also adds description text, for explaining what flavortext means, or for describing item functionality
Mana Items
Adds a simple framework for creating items that use mana instead of being damaged in the typical way.
Modifier Framework
The Modifier Framework is a flexible and extensible system designed as a parallel to the vanilla Enchanting system. Modifiers aim to solve two of the biggest problems I found with Enchanting: They are easily removable, and they do not internalize their functionality (besides a couple damage methods). Enchantments are also more boring than they could be, displaying their tier with a simple number. Modifiers aim to fix all of those issues!
Modifiers are designed to be permanent, acting more like affixes. Grindstones can't remove them, for example.
Modifiers are designed to internalize their functionality, and can be called as one unit rather than piecemeal.
Modifiers act via a "family tree" that allow for flavorful tiers. Think of a sword going from "Rusty" to "Shiny" to "Gleaming" etc.
The library comes with builtin helper method for displaying modifiers
An example tooltip demonstrating modifiers in gold text
See the wiki link above for more details on these features. Once implemented, a Modifier system can do just about anything. Amethyst Core, for example, has a built-in AugmentModifier that does things from affecting mana cost and cooldown, to changing spell damage or range, to triggering advanced effects like afflicting every mob in a 12 block radius around the caster with Wither upon any successful spell cast.
Modifers can be as simple as a container for passing vanilla AttributeModifiers, or much more complex than the AugmentModifier described above. They could even be used purely for flavor if desired!
Nbt Util
Fzzy Core includes a simple util for performing some useful actions on NBT
read and write BlockPos with a single helper method, instead of manually saving X, Y, Z coords or doing Long conversion
Several NbtList utilities for reading from, adding to, and removing from NbtLists
An ItemStackId system for attaching a unique identifier to certain itemstacks. This allows, for example, an ItemStack keyed to a specific block entity... or much more!
A helper method for transferring non-enchantment NBT from one stack to another.
Raycaster Util
A simple set of helper methods for locating objects
Server-sided raycasting for detection of game objects without needing to do fancy networking
Helper methods for entities, blocks, and locating things in areas around a point (like a player)
Ability to check for entities with arbitrarily rotated cuboids. Minecraft's default detection systems all use boxes aligned to the XYZ grid. This is useful for something like checking what enemies a spell hits, even if the player is looking diagonally and up a hill.
Event Registry
Registry for adding and tracking basic ticking objects not related to specific objects like entities.
Useful for creating periodic clocks that only fire every X ticks, allowing for creation of tick methods that don't fire every single tick. In fact, the registry comes with a 1 second, 1.5 second, and 2 second interval clock built in.
Adds a TickUppable interface and Ticker class for registration of objects to the registry.
Item Model Registry
Want to make a custom trident but can't figure out how in heck to make the in-hand Trident appear like MC's does? This registry is for you!
Register custom item models for specific render modes (in hand, on ground, etc)
Integrates with the standard Fabric BuiltinItemRendererRegistry.DynamicItemRenderer
EffectQueue
Hate how adding passive status effects sometimes results in statuses "fighting" in the GUI, with statuses rapidly swapping back and forth?
This simple utility unifies the additions of all status effects passed into it into a predictable order
Uses all the standard status effect information you expect with addStatusEffect
Trinket Utils
Fzzy Core integrates optionally with Trinkets, adding some utility functions that can be used with them
getTrinketStacks provides a list of all Tirnkets equipped to the passed living entity
the AugmentTasks interface allows for creation of Trinkets that interact with special enchantments call Augments. These augments allow for trinkets with customizable passive and active abilities.
Library mod for the creation of equipment modifiers that can apply entity attributes or track a variety of events like taking damage, killing mobs, and more.
New as of 0.3.0, Gear Sets!
Create custom gear set bonuses via datapack! Create RPG set bonuses for any combination of items, the sets can have tiers, custom formatting, and can be applied to virtually any item! Tooltips for your set bonuses appear automatically in the relevant sets, and there is even EMI support for displaying all of the sets, their items, and the bonus descriptions!
Gear sets support Attributes, including custom attributes, and Equipment Modifiers. Currently only attributes can be added strictly via datapack, modifiers have to be created in code before being referenced in a gear set. Somewhere in my "want to do" list is datapack-based equipment mods, so stay tuned!
Here is an example Gear Set from Imbued Gear. All of the bonuses are active in this picutre:
And here is the JSON used to create it. Soon I'll have documentation of the format in wiki.
Library mod that facilitates the creation of equipment modifiers that can apply standard Minecraft entity attributes or track a variety of events like taking damage, killing mobs, mining blocks, and more. These modifiers aren't affected by grindstones, enchanting tables, or other Minecraft features. These modifiers use the Fzzy Core modifier framework; as such they can be arranged into lineages that pass from one to the next rather than simply stacking numerically.
Current Item Support and Example
Gear Core has built-in modification support for
ArmorItem
,
ToolItem
,
BowItem
,
CrossBowItem
,
ShieldItem
,
TridentItem
, and
Trinket
, but provides a framework (with the help of Fzzy Core) for making any other type of item modifiable.
Example of Equipment Modifiers in action via
Gearifiers
:
Modification Features of an Equipment Modifier
Equipment modifiers can affect the following aspects of equipment:
Attribute Modifiers
Standard
Minecraft Attributes
can be attached to equipment modifiers. These attributes stack on top of whatever innate attributes the gear has and on top of other modifications.
Durability Modifier
The durability of the gear can be modified using a Fzzy Core
PerLvlI
instance, which allows for flat changes to durability or percentage changes (or both!).
Post Hit Events
Post-hit event consumers can be added to an Equipment Modifier. These consumers are fired on the
postHit
method of
ItemStack
, allowing implementations to perform actions after a player has hit something.
Post Mine Events
Similar to the post-hit events, consumers can also be added for
postMine
, which fires after a player has successfully broken a block.
On Use Events
Add activated abilities to items! These events fire on the
use
method, like any right click action. The events only fire if the items innate
use
isn't successful.
Incoming Damage Modification and Event
Damage modification functions can be attached to equipment modifiers, both allowing for event code upon a player getting damaged, and for damage modification (reduction by 10% of all magic damage, for example).
Mob Kill Events
An event that fires when a player kills a mob, similar structure to all the other events, implementations pass a special consumer to the Modifier for it to process.
Other Modifiers
Other types of modifiers can be attached to equipment modifiers, with a
ModifierProcessor
available so an implementation can decide what to do with them.
Modifier Rolling System
Gear Core provides a modifier randomization system for adding of random modifiers to certain gear. Check out
Gearifiers
for a thorough example of this system in action. The short story of how this system works:
Modifier Targets
Gear Core adds
EquipmentModifierTarget
s. These work is a similar manner to
EnchantmentTarget
in Minecraft, but they are an extendable class rather than an enum. When the modifier rolling system is picking modifiers, it will only pick modifiers from the proper targets.
Weight
Like loot and other things in Minecraft, modifiers can be provided with a weight. This weight works exactly as you'd expect.. every modifier who matches up to the target is put into a pool X times based on it's weight, and the total pool is used for random modifier rolls.
Rarity
Modifiers can be given a rarity. This is an enum that defines the formatting of the modifier on the item tooltip, with the different rarities providing different colors (and some bold)
|Rarity|Format|
|---|---|
|Legendary|Gold, Bold|
|Epic|Light Purple|
|Rare|Aqua|
|Uncommon|Dark Green|
|Common|Gray|
|Bad|Dark Red|
|Really Bad|Dark Red, Bold|
Toll
Each modifier takes a certain toll on the rolling pool. The pool starts with a certain amount of toll it can spend, with each modifier added spending it's toll out of that pool until there isn't enough left for the next roll to succeed. The default toll is 5, with a default pool of about 5.75 on average.
Providing different tolls allows for fine tuning of selection probability.
Persistence and Availability for Rolling
A modifier can be created to be
persistent
, which prevents it from being removed on a reroll. This might be used for "innate" modifiers or for "cursed" modifiers.
Modifiers can also be marked as unavailable for random selection. This might be used, again, for "innate" modifiers that aren't part of a random chance system but are simply provided with every instance of the item.
A 3D animation library for entities, blocks, items, armor, and more!
GeckoLib is an animation engine for Minecraft Mods, with support for complex 3D keyframe-based animations, 30+ easings, concurrent animation support, sound and particle keyframes, event keyframes, and more. Available for Forge 1.12/1.15/1.16/1.17/1.18/1.19, Fabric 1.16/1.17/1.18/1.19, and Quilt 1.18/1.19.
You can view installation instructions for modders
here
.
For non-modders, just download the mod and put it in your mods folder like normal. You can also click the following images for a list of versions for each mod loader.
GeckoLib provides detailed documentation in the form of a
wiki
. We spent many hours writing the wiki, so please read it!
If you have questions or need help getting up and running with questions, join our discord!
Pull requests are welcome. For significant changes, please open an issue first to discuss what you would like to change.
Sponsored by BisectHosting
Need a server to play with friends? Don't know how to setup one? Just rent an already configured server from BisectHosting!
Click on the picture above, select plan(at least 4GB), and use my code gecko to get 25% off your first month and enjoy playing with your friends!
A subtle-ish overhaul of vanilla Overworld biomes! Reworked!
🌲 About
Geophilic
is a data pack/mod that improves vanilla Overworld biomes in a subtle and simple way! Main inspiration comes from scrapped illustrations for what was supposed to be the
Wild Update
— this is essentially a collection of relatively light improvements to vanilla biomes without any new blocks, items, or even biomes.
Geophilic adds variety to a host of biomes. You can find a plethora of new features, from simple fallen trees to forest clearings. There are boulders, tree stumps, bushes, moss, and more. Trees remain true to vanilla, with the one major change being how tall trees generate, so you don't bump your head so often!
Care was taken to keep vanilla gameplay progression and feel. Geophilic does not make use of block palettes that would not be found in vanilla, nor does it add wood types to biomes they're not found in by default.
In short, this isn't meant to be an epic worldgen overhaul, but rather a simplistic and nice update to the feel of vanilla biomes.
📦 Content
v3.0.0 and above,
almost every non-ocean biome gets an overhaul.
v2.4.0:
Badlands, Birch Forest, Cherry Grove, Dark Forest, Deep Ocean, Desert, Eroded Badlands, Flower Forest, Forest, Jungle, Meadow, Old Growth Birch Forest, Old Growth Pine Taiga, Old Growth Spruce Taiga, Plains, Savanna, Savanna Plateau, Snowy Plains, Snowy Slopes, Stony Shore, Sunflower Plains, Swamp, Taiga, Windswept Forest, Windswept Savanna, Wooded Badlands
New versions of the pack may differ slightly. I may make any changes, including the removal of features. While Minecraft can handle this and updating the mod won't corrupt your world, it's still good practice to make regular backups.
🖥 Compatibility
This pack modifies only vanilla biome files, which means it's fully compatible with mods and data packs that do terrain, such as
Tectonic
or
Lithosphere
!
If a data pack says it reworks vanilla biomes, it is likely partially or fully incompatible.
A port of Yyon's original grappling hook mod - The mod adds grappling hooks with several different modifiers to improve traversal within your world, ranging from force fields to double hooks.
Project Overview
A classic Grappling Hook mod with great physics and a wide range of customizations! This Minecraft mod is written for
the Fabric & Quilt mod loaders for modern versions of Minecraft (1.18.2+) - Changes tend to focus on making it more
extendable, as well as improving compatibility with other mods. Improvements to older features are also being sprinkled
in from time to time.
This mod's official project pages can be found below:
Fabric compatibility
comes first
due to its current adoption in the Minecraft Modding community, however Quilt is
supported by the mod currently! In the case that either Mod Loader encounters a problem, make sure to
submit a bug report!
🔗 Origins
This repository is an unofficial fork of Yyon's
Grappling Hook Mod
, which was
written to support the Forge mod loader. It has a history stretching back all the way to its MCreator roots in 2015,
implementing improved physics, upgrades, and better integrations since.
You can find the links to its official project pages (and the downloads) here:
CurseForge
(More up-to-date? Last checked 19/6/23)
This fork's root stems from the 1.19.2 version of v13, created under the original scope of providing an alternative
under the Fabric & Quilt ecosystems, as well as updating these ports to future versions. With the original scope met,
future versions now focus on enhancements on top of the original work, as well as perpetual support into the future.
Pull Requests and Issues are always welcome! Try to stick to templates where available but deviate if some components
don't apply. Detail is important when debugging an issue or trying to implement a new system however so prioritise
that!
Thanks for any help in advance! :) -- I keep an eye out for Issues and PRs fairly regularly.
This is a fabric port of Guard Villagers by
almightytallestred
for 1.18, get the original forge version
here
Are you tired of your village dying off because its golem is too lazy?
Are you tired of essentially defending it all by yourself?
This mod adds
Guards
as a solution, as well as new villager-related AI changes.
Guards
These spawn in villages in groups of six, equipped with either an iron sword or a crossbow. They're prepared to fight any threat to the village (possibly including you!). To make new guards, shift + right click on a nitwit or unemployed villager with a sword or crossbow.
If you have hero of the village, they will gain the ability to follow and fight for you when you click the follow button, and right clicking them will open up the guard inventory, allowing you to give them armor, and swap out their weapons! For their offhand slot, you can either give them a shield, or some food. If they have a shield, they will use it to block attacks, crossbow guards with a shield won't be able to kick enemies if they're blocking. If they have food (or a potion), they will start eating or drinking if they are low on health. Clicking the patrol button will allow you to set patrol points for guards, melee guards will walk around the point while ranged guards will snipe enemies and stand still on their point.
You will only be able to gain access to their inventory if you have hero of the village.
AI Changes
Witches attack villagers.
*true
by default
In raids, illagers kill any animal they see.
*f
alse by default
Villagers and Illagers are scared of polar bears.
*true
by default
Clerics heal low-health guards, villagers, and players with Hero of the Village using regeneration potions, and smiths repair iron golems with ingots.
From the creators of Chipped, we now present Handcrafted! A mod to make your house into your
home! :D
Are you looking for a fantasy, steampunk or medieval feel? Or do you want to stick to a more vanilla decor? Look no
further! We've created over 250 furniture pieces for you to choose from. Be it chairs, tables, benches or desks;
we got it all packaged neatly into a single mod. This mod will provide all the furniture you could ever need to make
your blocky house a home!
A tree-style questing mod, allowing pack makers to make and include completable quests for their players
Heracles
📖 About 📖
Named after the hero Heracles who reclaimed his spot in Olympus by completing
12 quests, Heracles is a comprehensive questing mod that allows pack makers
to create tree style quests that can be distributed via the config folder
for users to play and complete.
ImmediatelyFast is an open source Minecraft mod which improves the immediate mode rendering performance of the client.
It is designed to be lightweight and compatible with other mods.
Optimizations
ImmediatelyFast generally optimizes all immediate mode rendering by using a custom buffer implementation which batches
draw calls and uploads data to the GPU in a more efficient way.
The following parts of the immediate mode rendering code are optimized:
Entities
Block entities
Particles
Text rendering
GUI/HUD
Immediate mode rendering of other mods
It also features targeted optimizations where vanilla rendering code is being changed in order to run faster.
The following parts of the rendering code are optimized with a more efficient implementation:
Map rendering
HUD rendering
Text rendering
Performance
Here are some performance comparisons of areas the mod optimizes particularly well:
If other mods are listed in the table this means that this mod also optimizes that part of the game.
Test Hardware: Ryzen 5 1600, 32GB DDR4, GTX 1060
FPS Numbers were taken from external tools (in this case MSI Afterburner) and averaged over a couple of seconds.
If you decide to test this yourself keep in mind that ImmediatelyFast can only improve FPS in a scenario where your CPU
is the bottleneck (Most likely the case if your GPU isn't ancient or you use very heavy shaders).
Slower CPUs will benefit more from this mod than really fast CPUs.
Entity Rendering
Generally FPS should be around
2x higher
on busy servers. [Tested using IF 1.1.7 on 1.19.3]
Tested on a spigot server with 1000 cows in a 3x3 box on screen.
Kinetic Hosting offers extremely affordable deals on servers with very good hardware! If you'd like to cash in on the good deals click the image below and use code
RaphiMC
at checkout for 15% off your first month!
Are you sick of in-game GUIs? Do you want to make your game immersive, whether you're in VR or not? Do you want to take Vivecraft to the next level?
Then you'll love ImmersiveMC!
Requirements
ImmersiveMC is available for Forge and Fabric/Quilt! Make sure to download the one for your modloader and Minecraft version of choice
IMPORTANT! ImmersiveMC has a few requirements/dependencies that MUST be installed! These are:
-
Architectury API
is required for Minecraft versions 1.18.2 and higher.
-
mc-vr-api
if you're playing in VR.
-
Forge Config API Port
if you're playing under Fabric or NeoForge.
-
Fabric API
if you're playing under Fabric.
What is ImmersiveMC?
The goal of ImmersiveMC is to make Minecraft more immersive! It most obviously does this by minimizing the amount of GUIs you need to interact with.
You can use things such as the crafting table, furnaces, and brewing stands without having to open a GUI, and even more when you're in VR! Check out all of the features that ImmersiveMC offers at the wiki linked above!
VR?
There's VR support! In fact, this mod was primarily built to make VR a better experience!
You'll need my API mod,
mc-vr-api
to use this in VR. With this mod installed, you'll be able to use your actual hands to place items, instead of just right clicking!
Notes
ImmersiveMC is needed on both the server and the client if you're playing multiplayer! ImmersiveMC is NOT a client-side only mod!
All versions currently supported should be available from the featured versions section on the side! If there isn't a version already available there for some new Minecraft version, it should be there soon!
There are no plans to backport ImmerisveMC to older versions of Minecraft, nor are there any plans to port it to minor versions of Minecraft that have newer versions. For example, there are no plans to port ImmersiveMC to 1.19.0, as 1.19.2 already exists. Note that as of 1.19.3, what is and isn't a minor version is more ambiguous due to Mojang's new update strategy for Minecraft: Java Edition.
Immersive Armors adds a bunch of Vanilla-friendly and unique armor sets to the game.
In contrast to boring copy and pasted armors, Immersive Armors focuses on visually enhanced armors, some with capes or custom models.
Most of them provide exclusive effects like Berserk mode, bounceback, spikes, divine protection, and more.
Crafting recipes are properly registered in the Vanilla recipe book. Enchantments, repairing, dyeing works as expected.
Translations
Immersive armors is translated in a lot of languages via machine translation,
but since the quality is often quite bad you are welcome to join the translation team here:
https://crowdin.com/project/immersive-armors
Feel free to down vote bad ones and submit yours.
This mod adds various new structures to Minecraft's overworld. The final goal is to add more structures that perfectly fit Minecraft worlds. This mod adds multiple buildings that suit the ambience and aesthetics of that biome. This pack will add around 30 unique structures to the game by completion.
There will be no backporting beyond 1.19 for the mod version and 1.18.2 for the datapack version.
FAQs
These are just some of the most asked questions I've had from people, but if you have any more, please leave a comment below and I'll try to help you as best I can.
**1. Is it safe to update Immersive structures to a newer version?**
Yes. If any serious problems arise because of that, let me know.
**2. Is it safe to add Immersive structures to an already existing world?**
Yep. Just note that the new structures will only spawn in newly generated chunks.
**3. Is this mod for Forge or Fabric/Quilt?**
All of them. I have a universal version for three mod loaders.
**4. How can I locate the new structures?**
For 1.18.2: /locate imst:[structure_from_list]
For 1.19+: /locate structure imst:[structure_from_list]
**5. Does Immersive structures modify existing vanilla structures?**
No
**6. How can I report bugs/issues/suggestions?**
Please go to my GitHub repo and make an issue there. A discord message will do.
**7. Can I include Immersive structures in my modpack?**
Sure, but make sure to give credit and a link to our page.
**8. Can I have Immersive structures for 1.x.x, please?**
Suppose it's lower than 1.19, no. Don't ask this question ever again. The technical limit is too high here.
**10. Can I give Choicetheorem any kind of commission or support?**
I can't take any commissions or monetary support due to a lack of time and mean to receive payments.
**11. Can I use it on Aternos or any 3rd party downloads?**
Yes, but you can download it via Modrinth, not Curseforge.
**12. Is this server-side or client-side mod?**
Immersive Structures is a server-side mod.
Images
Some fantastic footage from the mod.
All pictures are taken with complementary shaders or complementary reimagined shaders.


Credits
Vichy0623 for codesigning the builds
Compatible mods
+ Most world generation mods like Terralith, Oh Biome you'll go, Biomes O plenty.
+ Various structure mods like Town&Tower and Repurposed structures.
+ Any other structure packs by ChoiceTheorem like ChoiceTheorem's overhauled village.
This mod adds various new structures to Minecraft's nether. The final goal is to add more structures that perfectly fit Minecraft worlds. This mod adds multiple buildings that suit the ambience and aesthetics of that biome. This pack will add around 20 unique structures to the game by completion.
There will be no backporting beyond 1.19.
FAQs
These are just some of the most asked questions I've had from people, but if you have any more, please leave a comment below and I'll try to help you as best I can.
**1. Is it safe to update Immersive Structure II:Nether edition to a newer version?**
Yes. If any serious problems arise because of that, let me know.
**2. Is it safe to add Immersive Structure II:Nether edition to an already existing world?**
Yep. Just note that the new structures will only spawn in newly generated chunks.
**3. Is this mod for Forge or Fabric/Quilt?**
All of them. I have a universal version for three mod loaders.
**4. How can I locate the new structures?**
For 1.18.2: /locate imst:[structure_from_list]
For 1.19+: /locate structure imst:[structure_from_list]
**5. Does Immersive structures modify existing vanilla structures?**
No
**6. How can I report bugs/issues/suggestions?**
Please go to my GitHub repo and make an issue there. A discord message will do.
**7. Can I include Immersive Structure II:Nether edition in my modpack?**
Sure, but make sure to give credit and a link to our page.
**8. Can I have Immersive Structure II:Nether edition for 1.x.x, please?**
Suppose it's lower than 1.19, no. Don't ask this question ever again. The technical limit is too high here.
**9. Can I give Choicetheorem any kind of commission or support?**
I can't take any commissions or monetary support due to a lack of time and mean to receive payments.
**10. Can I use it on Aternos or any 3rd party downloads?**
Yes, but you can download it via Modrinth, not Curseforge.
**11. Is this server-side or client-side mod?**
Immersive Structures is a server-side mod.
Images
Some fantastic footage from the mod.
All pictures are taken with complementary shaders or complementary reimagined shaders.
Credits
Vichy0623 for codesigning the builds
Compatible mods
+ Most world generation mods like Terralith, Oh Biome you'll go, Biomes O plenty.
+ Various structure mods like Town&Tower and Repurposed structures.
+ Any other structure packs by ChoiceTheorem like ChoiceTheorem's overhauled village.
Sodium addon providing support for the Fabric Rendering API, based on Indigo
Indium is an addon for the rendering optimisation mod
Sodium
, providing support for the Fabric Rendering API. The Fabric Rendering API is required for many mods that use advanced rendering effects, and is currently not supported by Sodium directly. Indium is based upon the reference implementation Indigo, which is part of Fabric API with source available
here
. (licensed Apache 2.0)
Frequently Asked Questions
Which mods require Indium?
Any mod that uses the Fabric Rendering API will require Indium when used with Sodium. These include: Campanion, Bits and Chisels, LambdaBetterGrass,
Continuity, Packages, and many more. Some of these mods may function without an implementation of the Fabric Rendering API, but have broken textures and models.
Does Indium affect performance?
Indium's impact on performance should be negligible, however mods that use the Fabric Rendering API could themselves impact performance. Indium will not provide a performance benefit over using only Sodium.
Is Indium a replacement for Sodium?
No, Indium is an addon mod for Sodium - you must use both mods together to get Fabric Rendering API support with Sodium's rendering optimisations.
Do I need Indium if I don't use Sodium?
No, Indigo is provided as part of Fabric API as the reference implementation of the Fabric Rendering API. Indigo disables itself when Sodium is installed.
Is Fabric API required?
Yes. To use Sodium with mods that require the Fabric Rendering API, you need
both
Fabric API to provide the rendering API and Indium to implement the rendering API.
Will it be merged into Sodium?
Fabric Rendering API support is not currently a priority for the Sodium developers, and will not be explored until Sodium is in a more stable state.
Which versions of Sodium are supported?
Sodium 0.2.0 or newer is required for all versions of Indium. I support the latest stable versions of Sodium for 1.18 and 1.19. Iris may not always be compatible with the latest release or build of Indium - please ask the Iris support channels if you have issues.
Quick, simple, and lightweight Inventory sorter built for Fabric
Ways to sort an inventory:
- Clicking the appropriate sort button
- Using the keybind
-
Middle clicking an empty slot
-
Double clicking an empty slot
- */sort or /sortme command
*works server-side only with vanilla clients!
You can edit the config in game using the mod Mod Menu or by manually editing the config file.
Vanilla clients can use the /invSort command to edit the config as well.
Inventories can now be blacklisted in game(as of 1.8.2). Hold left control and press the sort button in an inventory. Or use the /invsort blacklist cmd. OP is required.
Features two types of blacklists :
- Do Not Sort - This inventory is not sortable and a button will not be displayed, but your inventory can.
- Hide Buttons - Both the opened inventory and your inventory cannot be sorted, buttons will not be displayed for either.
Tired of a messy inventory?
Before
After
Note:
Inventory Sorting is required to be installed on the server as well. Unfortunately this prevents you from sorting inventories on a server that do not have the mod installed. Having a server component allows the sorting to be smoother and better on the network/server. When initiating the sort, your client simply tells the server to sort the inventory you're using, rather than your client spamming the server manually moving the items around.
More Complicated Spell Casting for Spell Engine Inspired by Last Epoch
IF YOU'RE HAVING TROUBLE WITH SPELLBLADES AND THIS MOD, UPDATE THIS MOD TO AT LEAST VERSION 0.0.7
Invocations is a mod all about combining three basic spells that don't do anything on their own in order to invoke powerful spells that make the long and intricate casting worth it.
Basically, you have three basic spells that exists simply to act as a "code" for the actual spell you're casting, each basic spell increases the power by a certain amount and the spell you cast depends on the value.
This mod requires Wizards, which requires its own set of dependencies. Fabric only.
List of currently available invocations in the images!
Unbound Invocations is a special book that allows you to shuffle through the list of invocations randomly and then select the one the one that you want as you shuffle. This way, you can adopt a semi-random playstyle where you don't know what spell you're gonna cast next!
JEI is an item and recipe viewing mod for Minecraft, built from the ground up for stability and performance.
Controls
Inventory:
(Minecraft Options -> Controls)
Show
R
ecipes:
Hover over item + R
Show
U
ses:
Hover over item + U
Toggle Item List
O
verlay:
Control + O
Item List:
Show Recipes:
Click Item or type R
Show Uses:
Right-Click Item or type U
Next/Previous page:
Scroll Wheel
Search:
Select Search Bar:
Click or Control + F
Clear Search:
Right Click
Previous Search:
Up Arrow *
Search by Mod Name:
Type @ in front of a word (@thaum)
Multiple terms work together
(wand @thaum)*
Exclude search terms:
Type - in front of a word (@thaum -wand)
Search terms that have spaces in them:
Type "" around the words ("two words")
Recipe View:
Next/Previous page:
Scroll Wheel
Show all Recipes:
Click the recipe category's name
Move items into crafting area:
Click the [+] button. Shift-Click to move multiple sets of items.
View advanced controls
### Advanced Search:
Search by Tooltip Only: *Type # in front of a word*
Search by OreDict name: *Type $ in front of a word*
Search by Creative Tab: *Type % in front of a word*
Multiple Searches: *Separate terms with | characters, like "wrench|hammer"*
### With Cheat Mode Active:
Get a full stack of Items: *Click Item*
Get one Item: *Right-Click Item*
Delete Item: *Drop an Item into the Item List*
### With Item List Edit Mode Active:
*(These controls are shown in-game on the item tooltip)*
Hide Item: *Control-Click Item*
Hide Items and Sub-Items: *Control-Right-Click Item*
Hide all Items from a mod: *Control-Shift-Click Item*
FAQ
Can I include JEI in my mod pack?
Of course!
Can JEI run client-only, or with a vanilla server?
Yes, with some features disabled:
- The "Move items into crafting area" [+] buttons.
- Cheating in items that have lots of NBT data.
- Deleting items.
Collect a total of 25+ new, different pieces of jewelry items!
Each piece of jewelry grants different combat related bonus.
From early-game to end-game materials, there is always a relevant piece to obtain.
Trade with Jewelers in villages
Jeweler villagers sell low to middle tier pieces.
Mine precious gems deep down
Gem Veins are located at the same depths as Diamond Ores, but are half as common.
Craft the gems into powerful jewelry
Craft rings and necklaces by combining gems with Gold and Netherite.
Find jewelry in dungeon chests
🔧 Configuration
Various aspects of the mod can be changed, by editing the relevant json files in
minecraft-instance/config/jewelry
folder:
-
world_gen
village structure occurence
-
items
bonus attributes for each item individually
-
loot
which loot tables jewelry items should be added to
More Tieredz modifiers that support spell power and others!
A magical mod originally crafted for Fantasy MC, a total of 95+ new modifiers! Ensure a seamless experience by having all the required mods installed. Exciting updates on the horizon! 🚀
✨ Features Galore ✨
Overhauled almost all original Tieredz modifiers using attributes from different mods
From v1.0.0: 47 new modifiers in total (wands/staves/ranged weapons/armour/swords) and 1 more tier to the modifiers!
A magical mod originally crafted for Fantasy MC, a total of 11 new modifiers! Ensure a seamless experience by having all the required mods installed. Exciting updates on the horizon! 🚀
A small datapack adding jungle outposts of Kobold Warriors from Mythic Mobs!
A small datapack which adds three types of small outpost to jungle biomes containing Kobold Warriors and Kobolds from the
Mythic Mobs
mod.
The datapack was designed with fabric mods installed, so no guarantees of compatibility with forge.
Give your rare items a fancier tooltip! Also adds additional tooltip configuration options.
Ever feel like item tooltips are a little lackluster?
Legendary Tooltips
is here to change that.
This mod will allow you to change the tooltips of a selection of items of your choice to embellished works of art. It also adds a host of other tooltip options including centered item names, tooltip shadows, matching tooltip borders to item colors, separators under item names, 3d item previews, compact tooltips, and more!
This mod requires Iceberg, you can download it
here
.
Versions 1.3 and up require Prism, you can download it
here
.
Client / Server
This mod is fully client-side.
Configuration
Extensive configuration instructions can be found
here
. Please read this first!
Players
The configuration file includes instructions for setting up tooltips however you feel fit, please read the configuration instructions first! Supports up to sixteen custom borders, each of which can be set to apply to items by name, mod, tag, vanilla rarity, item name color, display name, tooltip text, or NBT tag. By default, the mod includes the custom border seen above, and more can easily be added with a resource pack. For an example resource pack that adds ten custom frames, check out
Eclectic Trove
!
Mod authors
The following only applies to version 1.2 and later!
If you are interested in adding custom borders to items in a mod you are coding, it is possible by adding Legendary Tooltips as a dependency. (Use cursemaven.com for this.)
Use the
LegendaryTooltipsConfig.addFrameDefinition()
method to specify a list of selectors for a given ResourceLocation / frame index (see configuration file documentation if you don't understand what this means). This method is not widely supported, so if it isn't working, please try the preferred data-driven method below instead.
Resource pack authors
Borders can be customized via resource packs. The resource pack is capable of replacing the default border included in the mod with up to 16 custom borders that can be used by the mod. Please see
Eclectic Trove
for an example--I recommend using this as a starting point when designing your own borders. There is also a template image available to make drawing easier, which can be found
here
(this is a Photoshop project, so you will need Photoshop or an image editor that can read Photoshop files like Gimp).
The following only applies to version 1.2 and later!
As of version 1.2, it is also possible for resource packs and mods to define custom borders using a .json file resource included in the pack/mod itself. This file is loaded differently than normal resources, as they do not replace each other--all border definitions found in all active custom border resource files will be loaded and applied. These files allow you to use
any
properly-formatted image resource and can specify all colors to match. An example file that describes the file format can be found
here
. Please read this file first, as it contains a lot of information. You can also find an example in the
noconfig
variant of Eclectic Trove, which contains definitions for many vanilla items,
here
.
Compatibility
Highly compatible, this mod doesn't change the underlying tooltip behavior, only adds on. Also integrates with
Equipment Compare
to provide even fancier comparison tooltips! (See images for an example)
If you find some sort of compatibility issue, please let me know!
You are free to use this mod in modpacks.
Problems, feature request, something else? Join us on Discord!
How about we sleep outside today? Grab your backpack, pack the tent, grill, and sleeping bag, and let's go!
How about we sleep outside today? Grab your backpack, pack the tent, grill, and sleeping bag, and let's go!
Key Features
* 7 new Backpacks and giving 3 extra rows of storage. That's it! No additional gimmicks
* Tents and Sleeping Bags in all colors
* A grill for grilling meat - giving it some Nutrition and Saturation boost
* You can now craft bundles
… and more
This mod is a library mod for a couple of Globox_Z's mods.
One main feature it adds is the tab registry for visible screen tabs.
Honestly, I never wanted to create a library mod and publish it here like others did but after modding for quite some time now, this makes sense.
This mod is developed for Fabric.
There are no plans to develop a Forge version.
Modpack Permission:
Feel free to use it in any modpacks.
Lithium is a modern, general-purpose optimization mod for Minecraft which works to improve a number of systems (game physics, mob AI, block ticking, etc) with the goal of
not changing any vanilla mechanics
.
The mod works
on both the client and server
, and can be installed on servers
without requiring clients to also have the mod
(and vice versa.)
For multiplayer servers, administrators can expect a sizeable improvement to tick times, allowing their hardware to support more loaded entities, chunks, and players. Even in single-player, Lithium helps to improve performance by optimizing the internal game server, which is used for "ticking" the world. This can free up your computer's processor to focus on other tasks, resulting in
improved frame rates and increased responsiveness
.
The strict goal of maintaining exact behavior with vanilla makes Lithium suitable for almost any Minecraft server running Fabric, even for highly complex gameplay scenarios and creations. In fact, our continued insistence towards not changing vanilla gameplay has even led to the mod being officially allowed in
Minecraft speedrunning
.
Installation
Make sure you have the latest version of Fabric Loader present and then simply drop the mod into your mods folder. No other mods or additional setup (not even Fabric API!) is required. You do not need to create new worlds in order to take advantage of the mod.
While you're at it, you may want to check out two of my other mods,
Phosphor
and
Sodium
, as they're both fully compatible and only help to further improve performance in different parts of the game.
Configuration
Lithium makes use of an semi-unusual configuration system which allows you to enable or completely disable patches the mod applies. This system allows fine-grained control over what code in Minecraft is modified by Lithium, and as such, can be used to completely eliminate bugs or mod incompatibilities introduced by the mod.
For more information, please read
the wiki entry
on modifying your configuration file.
Please note: An empty configuration file is
perfectly normal
and just means you want to use the default options, which are already set up out of the box for the best performance the mod can offer.
Reporting Issues
Please use the issue tracker linked at the top of the page to report bugs, crashes, and other issues.
Library mod with new configurability and compatibility enhancements for worldgen
Lithostitched
Lithostitched is a library mod for Fabric and Neoforge with new configurability and compatibility enhancements for worldgen.
Description
This mod introduces new tools for datapack and modded worldgen developers to utilize, with the aim of increasing inter-project compatibility and expanding configurability in general. Currently, there are features such as:
- Biome modifiers
- Template pool injectors
- Surface rule modifiers
- Guaranteed pieces in jigsaw structures
All of these new capabilities are
data-driven
! Take a look at the
Lithostitched Wiki
for more information.
Prevents Incorrect Tag Entries from breaking an entrie Tag
A Simple mod that prevents Minecraft from throwing out an entire tag of its contents if one or more entries within the tag are invalid. There will be a message found within the game if the tags are "cooked" and more info similar to the base game can be found within the Log of the Server/Client the mod is running.
The reason behind this mod is the issue that some mod or data pack may add an invalid entry to let's say "minecraft:mineable/pickaxe" leading to all pickaxe mineable blocks being unmineable which breaks the game.
TLDR:
This mod prevents Mod/Datapack mistakes from breaking entire portions of the game. For more Info involved in either
Understanding
or
Silencing
the Ingame Chat Message go to the
Github Link
for more info
Note about Versioning
[MultiLoader Update]
Ver1.0.1: Fix issue involved with mixins only applying client side
"Load My Resources" is a client-side mod to automatically load resources like images and sounds on game start.
It's like using a resource pack, but it is enabled by default and can't be disabled by the user.
On top of that, it's hidden from the resource pack menu, so you don't need to worry about a useless pack entry!
How to Load Resources
Loading resources is not very difficult, but if you absolutely don't know how resource packs work, please watch a YouTube tutorial first or this will be a bit hard for you.
To generate all important directories and files, start the game one time with the mod installed and close it again.
Open the newly generated folder named 'resources' in your '.minecraft' directory. This is the directory the mod will load your resources from.
Copy all resources you want to load to the 'resources' folder. If you want to load resources from a resource pack, copy everything from inside the pack's 'assets' folder to this directory.
Start the game and you will now be able to use the loaded resources in mods and resources from a resource pack will be visible in game.
Nice To Know:
The
resources
folder is like the
assets
folder in a resource pack. So namespaces work exactly the same as for a normal resource pack.
For example: If you put a texture in
resources/mytextures
, the namespace of textures inside the
mytextures
folder will be "mytextures".
Bug Reports and Requests
You can report bugs and request features either on
GitHub
or via
Discord
!
Modpacks
"Load My Resources" can be freely used in modpacks.
You need a Minecraft server to play with your friends but it's just too much work to setup one on your own?
No problem, just rent an ready-to-use server and start playing in a snap!
Just click on the image below and use the code
keksuccino
to get
25% off
your first month!
Bringing the armors of Minecraft Dungeons to Minecraft
Introduction
Have you ever wanted to have the armors from Minecraft Dungeons in your Minecraft world? Well, now that's possible! MC Dungeons Armors, also known as MCDA, aims to bring all of these armors, and more, from Minecraft Dungeons to Minecraft.
Content
Right now, there are 74 new armor sets to the game ranging from the Evocation Robes to mysterious Curious Armor. Most of the non-unique versions have crafting recipes in the Vanilla Recipe Book and they show up in Recipe Viewers such as
Roughly Enough Items
or
EMI
. Whilst Recipe Viewers are not necessary, they are
HIGHLY
recommended.
MC Dungeons Armor could not have ever existed without the amazing people mentioned below. They were instrumental to the inspiration and education needed to produce MC Dungeons Armor and the rest of MCDX (the MC Dungeons Suite).
SeaOfPixels
The continuing improvement to the visuals of this mod would not be possible without
Sea of Pixels
. He has licensed his amazing art for MC Dungeons Armor and has worked with us to balance out some of the issues with MCDA as well. SeaOfPixels has allowed for his amazing models and textures from his resource pack
New Default+
to be used in MCDA. Please show him some support and check it out! If you like CIT texture packs, I'm sure that you'll have a blast!
SattesKrokodil
Sattes made the amazing drop art for the various mobs as well as the crafting art. Check him out at his
Patreon
or check out the
Adventure Pack
! We'd love to see you over there!
Fourmisain
Fourmisain has been amazing in helping me fix an untold number of errors in my code and being responsible for the major rework for 1.2.0. I have learnt a great deal from them and am greatly indebted to their kindness.
BackupCup
Cup is an amazing pixel artist and is a budding Kotlin programmer. Thanks to them, we have a new suite of icons for MCDX and the icon for MCDA is thanks to them! Please check out their projects
here
!
Localisations/Translations
Would you like to have MC Dungeon Armor translated into your language? Please submit your translation on the GitHub page and I'd be glad to add it!
- English -
en_us
-
Chronos_Sacaria
- Korean -
ko_ko
- gyular
- Simplified Chinese -
cn_zh
- Hastag233
Patrons
Without my patrons, I would not be able to devote as much time as I do to making these mods.
Special thanks to
Deona (Custom)
7z99 (Claymore)
EmmyAllEars (Claymore)
purejosh (Sword)
OnlyANeko (Sword)
FAQ
Q: Why does MCDA not work with Optifine?
A: Optifine's code is closed source and extremely invasive. This is not a bad thing, in and of itself; but it makes it almost impossible to troubleshoot anything whilst still respecting the licencing that sp614x uses. So, out of respect for them so as to not have to explore their code without permission, we simply do not support it. Please consider the following alternatives:
A: Absolutely! I only ask that you provide a link back to this page.
Q: I've seen your mod on other sites. Did you post it and are they safe?
A: I have not, nor do I plan to, post my mod on any other sites than Modrinth, Curseforge or our GitHub page. If you have downloaded this mod from somewhere else:
It isn't from us
It may have some kind of malicious files or have been modified in some way. I urge you to delete the file, run a full virus and malware scan and, if you want to use MC Dungeons Artifacts, come and download it on Modrinth, CurseForge or from GitHub.
Q: 1.12.2?
A: Given the massive strides that have been made with Minecraft's code since 1.12 and the subsequent changes to the underlying code, a 1.12.x port is simply untenible. Please see this
link
for more information.
Q: Will the mod be ported to 1.x.x?
A: MC Dungeons Weapons, MC Dungeons Armors and MC Dungeons Artifacts are only developed for the latest version of Minecraft. Backports should not be expected.
Q. Forge?
A. MC Dungeons Artifacts is compatible with Forge by using the following mods:
Sinytra Connector
,
Connector Extras
and the
Forgified Fabric API
which are being developed by Su5eD. Please make sure to follow all of their instructions in order to have the best experience.
Note: If you wish to use
Clumps
, please make sure to use the Fabric version as we rely on a method that is not present in the Forge version.
If you are looking for a mod that was specially built for Forge with similar content, please consider checking out
Dungeons Gear
by the_infamous_1.
Adds the weapons, tools and weapon enchantments from Minecraft Dungeons
Introduction
Have you ever wanted to have the weapons from Minecraft Dungeons in your Minecraft world? Well, now that's possible! MC Dungeons Weapons (MCDW) aims to bring all of these weapons, and more, from Minecraft Dungeons to Minecraft.
Content
Right now, there are about 150 weapons added to the game ranging from flails to katanas to crossbows and bows. They all have crafting recipes in the Vanilla Recipe Book and they show up in Recipe Viewers such as
Roughly Enough Items
or
EMI
. Whilst Recipe Viewers are not necessary, they are
HIGHLY
recommended.
MC Dungeons Weapons could not have ever existed without the amazing people mentioned below. They were instrumental to the inspiration and education needed to produce MC Dungeons Weapons and the rest of MCDX (the MC Dungeons Suite).
SeaOfPixels
The continuing improvement to the visuals of this mod would not be possible without
Sea of Pixels
. He has licensed his amazing art for MC Dungeons Weapons and has worked with us to balance out some of the issues with MCDW as well. SeaOfPixels has allowed for his amazing models and textures from his resource pack
New Default+
to be used in MCDW. Please show him some support and check it out! If you like CIT texture packs, I'm sure that you'll have a blast!
Kai1907
This mod was inspired by the amazing CIT texturepack by Kai1907, which allows you to have (at least visually) these weapons as well as a variety of other items. Kai1907 allowed for his art to be used in the earlier versions of this mod. Please show him some support and check out his
awesome texturepack
and his
YouTube channel
.
LordDeatHunter
For helping with a massive amount of aspects of MCDW including the configs and teaching Chronos many of the foundations of Java. LordDeatHunter is probably most well known for
Fabric Waystones
, which is definitely worth checking out!
BackupCup
Cup is an amazing pixel artist and is a budding Kotlin programmer. Thanks to them, we have a new suite of icons for MCDX and the icon for MCDW is thanks to them! Please check out their projects
here
!
Localisations/Translations
Would you like to have MC Dungeon Weapons translated into your language? Please submit your translation on the GitHub page and I'd be glad to add it!
- English -
en_us
- Chronos_Sacaria
- English -
en_gb
- Chronos_Sacaria
- German -
de_de
- Kai1907 & SattesKrokodil (Incomplete as of version 2.0.2)
- Korean -
ko_ko
- Soochaehwa & gyular
- Portuguese -
pt_pt
- Chronos_Sacaria (Incomplete as of version 2.0.2)
- Simplified Chinese -
cn_zh
- Chronos_Sacaria & Kasualix
- Spanish -
es_es
- Chronos_Sacaria (Incomplete as of version 2.0.2)
- Russian -
ru_ru
- realpeterpet (Incomplete as of version 2.0.2)
Showcases
We are eternally grateful to those who took the time out of their schedules to cover our mods. These are a few of the showcases that we have found.
Click here to see showcase videos.
## Bursty
- Title: NEW WEAPONS MOD IN MINECRAFT (Mod Showcase | MC Dungeons Weapons 1.16.5)
- Date: 24 Febrary, 2021
>
## thebluecrusader
- Title: Top 10 Minecraft Weapons Mods
- Date: 8 January, 2021
- Timestamp: 6:32
>
## Mister Echo
- Title: 10 New Mods For Minecraft 1.16.3 | Fabric
- Date: 23 October, 2020
- Timestamp: 4:39
>
## Boodlyneck
- Title: Top 10 Minecraft Mods Of The Week | Risk of Rain Mod, MC Dungeons Weapons, Chat Heads, and More!
- Date: 16 September, 2020
- Timestamp: 2:17
>
Patrons
Without my patrons, I would not be able to devote as much time as I do to making these mods.
Special thanks to
Deona (Custom)
7z99 (Claymore)
EmmyAllEars (Claymore)
purejosh (Sword)
OnlyANeko (Sword)
FAQ
Q: Why does MCDW not work with Optifine?
A: Optifine's code is closed source and extremely invasive. This is not a bad thing, in and of itself; but it makes it almost impossible to troubleshoot anything whilst still respecting the licencing that sp614x uses. So, out of respect for them so as to not have to explore their code without permission, we simply do not support it. Please consider the following alternatives:
A: Absolutely! I only ask that you provide a link back to this page.
Q: I've seen your mod on other sites. Did you post it and are they safe?
A: I have not, nor do I plan to, post my mod on any other sites than Modrinth, Curseforge or our GitHub page. If you have downloaded this mod from somewhere else:
It isn't from us
It may have some kind of malicious files or have been modified in some way. I urge you to delete the file, run a full virus and malware scan and, if you want to use MC Dungeons Weapons, come and download it on Modrinth, CurseForge or from GitHub.
Q: 1.12.2?
A: No, just no.
Q. Forge?
A. MC Dungeons Weapons is compatible with Forge by using the following mods:
Sinytra Connector
,
Connector Extras
and the
Forgified Fabric API
which are being developed by Su5eD. Please make sure to follow all of their instructions in order to have the best experience. If you wish to use
Clumps
, please make sure to use the Fabric version as we rely on a method that is not present in the Forge version.
We all know Minecraft could use more styled fences, walls and gates. Well I guess I've got good news for you! This mod adds new vanila styled fences, walls and gates.
Expect more stuff to come with future updates, I read every suggestion.
Suggest your ideas on our Macaw's discord.
Macaw's Fences Video Showcases
Do you need a server? Click on the picture above, use our code
sketchmacaw
to get
25%
off your first month and enjoy playing!
Q: Do you have any plans on backporting to 1.15.2 and lower?\
A: Very unlikely, but a last 1.12.2 version could happen at some time..
Q: Can I use your mods in my modpack?\
A: Yes, just credit us and with a reference to the modrinth page
Q: I have a translation for you, where can I send it to you?\
A: Either on Github or on our discord server
Decorate your world with wardrobes, drawers, chairs, desks, tables and more...!
Ever wanted to have lots and lots of furniture for your Minecraft houses?
Or just release your inner creative beast to create different combinations of furniture? If yes, then you came to the right place my friend!
Macaw's Furniture focuses on different styles of furniture and customization. You can place them on top of each other to create different combinations, merge them to make them wider or taller as much as you want. Store your stuff in various types of furniture, or just sit down on a chair and relax.
Suggest your ideas on our Macaw's discord.
Macaw's Furniture Video Showcase
Do you need a server? Click on the picture above, use our code
sketchmacaw
to get
25%
off your first month and enjoy playing!
Q: Do you have any plans on backporting to 1.15.2 and lower?\
A: Very unlikely, but a last 1.12.2 version could happen at some time..
Q: Can I use your mods in my modpack?\
A: Yes, just credit us and with a reference to the modrinth page
Q: I have a translation for you, where can I send it to you?\
A: Either on Github or on our discord server
Adds vanilla styled lamps, torches, street lamps, paper lamps, wall lamps, slabs... Make your world brighter!
Have you ever wanted to have other light sources than the vanilla ones? If that's the case, then you are at the right place!
This very simple mod adds new light sources like: Tiki Torches, Street Lamp Posts, Ceiling Lights,
Lamps, Paper Lamps, Wall Lanterns, New Torches, Light Slabs, Lanterns, Ceiling Fan Lights, Candle Holders, Chandeliers..
Lamps, Street Lights, Tiki Torches, Ceiling Lights can be made as tall as you want! Do you need a 1 block tall lamp or 54 block tall lamp? Your choice.
Everything can be turned off and on, with right click.
Suggest your ideas on our Macaw's discord.
Macaw's Lights & Lamps Video Showcase
Do you need a server? Click on the picture above, use our code
sketchmacaw
to get
25%
off your first month and enjoy playing!
Q: Do you have any plans on backporting to 1.15.2 and lower?\
A: Very unlikely, but a last 1.12.2 version could happen at some time..
Q: Can I use your mods in my modpack?\
A: Yes, just credit us and with a reference to the modrinth page
Q: I have a translation for you, where can I send it to you?\
A: Either on Github or on our discord server
So since so many like our decoration mods, I decided to give paintings a shot. It is a completely new direction where we are heading, so expect a lot of updates for this mod.
The art was made by Peachy. This 1.0.5 version adds 56 paintings, with a vanila fitting style. If you have any suggestions for some painting we could make, let us know!
This Macaw's mod is another addition to the Macaw's Mod series, the first version adds wooden paths (all wooden variations) and 6 pavings (with 11 texture variations).
This mod is our newest and, we heavily rely on community feedback, suggestions etc..
In the latest 1.0.3 update we added new Running Bond paths, and even slabs/blocks, because they look goof for building too!
Suggest your ideas on our Macaw's discord.
Macaw's Paths and Pavings Video Showcase
Do you need a server? Click on the picture above, use our code
sketchmacaw
to get
25%
off your first month and enjoy playing!
Q: Do you have any plans on backporting to 1.15.2 and lower?\
A: Very unlikely, but a last 1.12.2 version could happen at some time..
Q: How do I craft the paths or pavings?\
A: Here are the crafting recipes
Crafting Recipes
Q: Can I use your mods in my modpack?\
A: Yes, just credit us and with a reference to the modrinth page
Q: I have a translation for you, where can I send it to you?\
A: Either on Github or on our discord server
Adds lots of Windows, Mosaic Glass, Blinds, Shutters, Curtains and more...!
Do you ever wanted Windows in Minecraft? With parapets/sills, shutter, blinds or curtains?
Well we got you covered, this mod could suit your decorative needs for that!
This Window mod is all about windows, it adds lots of windows which can be opened/closed or locked.
The mod also includes blinds, mosaic glass, mosaic glass panes, one way glass, parapets/sills, gothic windows, shutters, curtains, arrow slits and more..!
Suggest your ideas on our Macaw's discord.
Macaw's Windows Video Showcase
Do you need a server? Click on the picture above, use our code
sketchmacaw
to get
25%
off your first month and enjoy playing!
Q: Do you have any plans on backporting to 1.15.2 and lower?\
A: Very unlikely, but a last 1.12.2 version could happen at some time..
Q: Can I use your mods in my modpack?\
A: Yes, just credit us and with a reference to the modrinth page
Q: I have a translation for you, where can I send it to you?\
A: Either on Github or on our discord server
Feel free to contribute to the project!
I'm also fine if you use this mod in your modpacks, just make sure to mention it.
However I don't allow clients or other projects to merge this mod without permission, if you would like to use this mod in your client or another project please contact me.
Mine Cells is a Minecraft mod that adds content
from
Dead Cells by Motion Twin
.
Visit
the wiki
for a guide on how to get started and all the info you need!
If you need help with the mod, join the
#mim1qs-projects
channel on the Luna Pixels Discord Server
What does this mod add?
Currently, this mod adds:
5 new dimension-dungeons, two of which house new bosses
many new mobs
lots of new decorative blocks
new weapons and spells
Some upcoming features include:
more weapons, including bows and shields
an in-game guidebook
FAQ
How do I do ... in Mine Cells?
Questions for older versions should be answered in [the wiki](https://mim1q.dev/minecells)! There's a search bar if you
need
to look something up.
If you have trouble finding the answers, join
the [Luna Pixel Studios Discord](https://discord.gg/LunaPixel) and leave a message in `#mim1qs-projects` so we can help
you out.
All existing crafting recipes are available through mods such as REI.
Forge? Port to old version?
No, **I will not make mods for Forge**. I am fully commited to being a Fabric mod developer.
If you wish to play my mods on Forge, you should check out [Sinytra Connector](https://modrinth.com/mod/connector),
which should work nearly flawlessly in survival.
I probably won't port any of my mods to outdated Minecraft versions, either.
I got lost in one of Mine Cells's dimensions, what can I do?
Use a compass to guide you back to the entrance. Compasses sometimes spawn in chests in the Promenade.
Can I use this mod in my modpack / showcase video / blog?
You can use this mod in your videos, blogs, etc.! If you do, provide a download link to this page.
**Do not** reupload the mod's files to any other hostings for people to download.
Feel free to use the mod in your modpacks, as long as they are either:
- Used in private with your friends
or
- Publicly available on CurseForge or Modrinth and you're not making money by selling them.
If you have any questions about this, feel free to contact me on the Discord server linked at the top of this page.
Will you add ... to this mod?
This mod aims to add most of the content from Dead Cells (except the Castlevania DLC) to Minecraft. If it is present in
Dead
Cells, it'll probably be added to this mod, sooner or later. Some unique tweaks and additions were made in order to make
the
content work in the environment of Minecraft without straying too far from the source material.
Is this mod compatible with ...?
This mod should be compatible with most other mods. There might be some bugs that make it crash when other mods are
present, but I'm trying to remove them as soon as they're known. If you encounter such a bug make sure
to [create an issue on Github](https://github.com/mim1q/MineCells/issues) or ask for help on the Discord server linked
above!
Neat, tiny attribute displays for all mobs with great customization!
📖 About:
Mob Plaques
adds very tiny displays above a mob's name tag to show it's current health. Armor points, armor toughness points and air supply are also shown when relevant. The mod has a bunch of config options to customize the plaques as you wish.
📷 Media:
See the health of all mobs around you
Also shows other stats such as armor points
Text color adapts; positions nicely above or below name tag
Bigger plaques for mobs further away
💡 FAQ:
Q: Can plaques show more mob attributes like food/potion effects/etc.?
A:
No, unfortunately not. Most information about such things is never sent to clients, and is therefore not accessible.
Q: How do I configure this mod?
A:
Mods can have three different kinds of configs depending on the kind of settings they provide:
Client
,
Common
, and
Server
.
Client
and
Common
configs are found in
/.minecraft/config/
, named as
<modId>-client.toml
and
<modId>-common.toml
, respectively.
Server
configs though are applied per world, therefore you'll find those in
/.minecraft/saves/<world>/serverconfig/<modId>-server.toml
for local singeplayer worlds, and in
/<world>/serverconfig/<modId>-server.toml
for you Minecraft server. Changes made to a server config only apply to that one world. Setting default values in server configs for all
newly
created worlds is possible by copying the modified server config to
/.minecraft/defaultconfigs/
.
In a local singleplayer world you can quickly find config files by running the
/config showfile <modid>
command and by choosing
CLIENT
,
COMMON
or
SERVER
. Then click the file name (ending with .toml) that appears in chat to open the file in a text editor. After saving the file, the config will automatically reload in-game after a couple of seconds, so no game restart required.
On some mod loaders editing configs is also supported in-game via the
Mods
menu option. On some Minecraft versions you can also install my
Config Menus for Forge
mod for editing configs directly in-game.
🏆 Credits:
Developing Mob Plaques was helped and inspired by:
Discover a World of Mythological Creatures in Minecraft!
Mobs of Mythology brings mythological mobs into your Minecraft world! This mod introduces a whole new level of challenge and adventure, allowing you to encounter unique and formidable creatures during your exploration.
Automatons
Crafting
: Automatons are crafted similarly to Iron Golems, but with Bronze Blocks instead of Iron Blocks.
Bronze Blocks
: Crafted using Bronze Ingots.
Generated Structures
: Ready-to-spawn Automatons can be found in specific generated structures.
Taming
: Automatons can be tamed by right-clicking them with Gears immediately after they spawn.
Gears
: Crafted from Bronze Ingots.
Kobolds
Description
: Kobolds are mischievous creatures that steal items from players.
Kobold Warriors
: These are more aggressive Kobolds willing to sacrifice themselves to eliminate players.
Habitats
: Kobolds are typically found in wet biomes, such as jungles and swamps.
Drakes
Description
: Drakes are gentle monsters.
Taming
: They can be tamed using Cooked Chupacabra Meat.
Habitats
: Drakes are found in Badlands biomes.
Chupacabra
Description
: The Chupacabra is a hostile creature that targets livestock.
Drops
: Its meat is not ideal for consumption but may be liked by certain mobs.
Habitats
: The Chupacabra spawns in temperate biomes.
Sporelings
Description
: Sporelings are cute creatures that always have something to say.
Interaction
: Right-click Sporelings to read their messages.
All-in-one mod that improves performance, reduces memory usage, and fixes many bugs. Compatible with all your favorite performance mods!
ModernFix is an all-in-one mod that
improves performance, reduces memory usage, and fixes many bugs
in modern Minecraft versions (most versions including and above 1.16 are supported)
without majorly compromising the game experience. Most Forge 1.16-1.19.2 modpacks will launch
roughly twice as fast
with ModernFix installed.
If some non-default options are enabled, it can even allow large modpacks like All The Mods 8 to run with
3GB or less of allocated memory
.
ModernFix is free, open-source software. All of the code is available on
the GitHub repository
.
⚙️ Technical summary
What exactly does ModernFix do for your game? There are a lot of tweaks being made - too many to summarize here. However, here is a
brief summary of the general types of improvements being made:
Patches to mods that are no longer supported on a given Minecraft version, to improve the gameplay experience instead of requiring
players to update.
Many optimizations & improvements to the game's launch process to significantly improve speed and reduce random concurrency crashes.
Additional debug tools to help modders and players determine the cause of some rare game crashes/freezes, instead of relying on a painful
mod bisection process.
It's not enabled by default due to compatibility issues, but ModernFix includes functionality to
completely redesign the game's model loading system
, replacing it with a new,
dynamic version that loads models on the fly. Model loading is one of the major performance regressions to modded Minecraft that
has been present since 1.8, and this new system alleviates nearly all of the downsides, bringing memory usage and loading times
more in line with how they were in 1.7.10.
Need to play the game with very little RAM allocated (e.g. 512MB or less)?
Now you can do that.
If you are technically savvy and looking for more details on each patch, I recommend reading the
Summary of Patches
wiki page.
🐛 Where to go when something doesn't work
Please either report an issue on
GitHub
, or join the
Discord
and ask in the
#modernfix-discussion
channel.
Be sure to mention the Minecraft version, modloader, and ModernFix version you are using, as well as what other mods you have installed.
🎁 How can I support this project?
There are two main ways you can help support the development of ModernFix:
Spread the word! Test ModernFix in modpacks and encourage them to include it.
If you feel generous, I do accept donations via
Ko-fi
. Donating is not required (as ModernFix is free),
but every little bit helps. I work on ModernFix in my spare time, so any compensation I receive helps to sustain development.
❓ What other mods should I use?
There are many performance mods available for Minecraft and I can't list them all here, but here are some essential mods, in my opinion:
On any version before 1.19.4 you should always have LazyDFU installed, as it eliminates the incredible lag caused by the DFU system.
On any version before 1.20 you should generally use Starlight unless it has a compatibility issue with your mods (which is quite rare).
It offers vastly improved lighting performance and can also fix FPS stutters when moving between chunks.
Always have FerriteCore installed, as Mojang's implementation of blockstates/models is laughably inefficient, and quickly
consumes RAM as soon as more content is added beyond what vanilla offers.
Install a mod like Shutup Experimental settings (before 1.19) or Yeetus Experimentus (1.19+). These mods will suppress the
pop-up screen about experimental game features, which otherwise causes the game to reload its resources twice.
On a related note: I do
not
recommend use of OptiFine in any modded scenario. It is closed-source, patches the game in a way that easily breaks
Forge and other mods, and significantly slows down game launching, often on the order of minutes. Please try Sodium (on Fabric) or Embeddium (on Forge) instead!
Using OptiFine with ModernFix is not officially supported, and may cause issues.
Adds a mod menu to view the list of mods you have installed.
Mod Menu
Mod Menu lets you view the mods you have installed and, if supported by the mod, enables quick and easy access to the mod's config screens.
Mod Menu also supports some more advanced features, such as translatable mod names and descriptions, support for
QuickText formatting
in mod descriptions thanks to
Patbox
's
Text Placeholder API
, filters library mods out from regular mods, a mod update checker for mods hosted on Modrinth or that provide their own update sources, and deep configuration for all the features we provide.
Supported Platforms
Mod Menu is currently available for Fabric or Quilt on Minecraft: Java Edition 1.14 or newer.
Developers
Mod Menu includes a number of APIs for developers to improve how their mod appears in Mod Menu. These come in the form of language keys, JSON metadata, and even a Java API.
Translation API
You can translate your mod's name, summary, and description all without touching any Java code. Simply add translation keys in the supported format to any language you'd like.
Translation API Documentation
Here's an example of Mod Menu's translations into Pirate Speak. To create your own, simply replace `modmenu` at the end (***NOT*** the one in the beginning) of the translation key with your own mod ID, for example `modmenu.descriptionTranslation.traverse`.
`en_pt.json`
```json
"modmenu.nameTranslation.modmenu": "Menu o' mods!",
"modmenu.descriptionTranslation.modmenu": "Menu o' mods ye installed matey!",
"modmenu.summaryTranslation.modmenu": "Menu o' mods ye installed matey!"
```
> The summary translation is redundant here and does not need to be included because it's the same as the description, but it was included to show that you may translate the summary (a short, one-sentence description of the mod) separately from the description, even in English!
Fabric Metadata API
There's a number of things you can add just with metadata in your
fabric.mod.json
.
All of these are added to a custom block in your
fabric.mod.json
for Mod Menu's metadata. Here's an example usage of many of the features this API provides:
Fabric Metadata API Documentation
#### Badges (`"badges": [ ]`)
While the `Client` badge is added automatically to mods set as client-side only (set `"environment": "client"` in `fabric.mod.json` to do this.), other badges such as the `Library` and `Deprecated` badges require definition here.
Supported values:
- `library` - should be assigned to mods that are purely dependencies for other mods that should not be shown to the user by default unless they toggle them on.
- `deprecated` - should be assigned to mods that exist purely for legacy reasons, such as an old API module or such.
Any others will be ignored, and Mod Menu does not support adding your own badges. You may open an issue [here](https://github.com/TerraformersMC/ModMenu/issues) if you have a compelling use case for a new badge.
#### Links (`"links": { }`)
The `links` object allows mod authors to add custom hyperlinks to the end of their description. If you specify a `sources` contact in the official `fabric.mod.json` metadata, it will also be included in the links section.
Any key in the `links` object will be included in the links section, with the key being used as a translation key. For example, this:
`fabric.mod.json`
```json
"custom": {
"modmenu": {
"links": {
"modmenu.discord": "https://discord.gg/jEGF5fb"
}
}
}
```
will show as a link with the text "Discord", since "Discord" is the English translation of "modmenu.discord" provided by Mod Menu.
Mod Menu provides several default translations that can be used for links. A full list can be seen in Mod Menu's language file [here](https://github.com/TerraformersMC/ModMenu/blob/-/src/main/resources/assets/modmenu/lang/en_us.json). All default link translation keys take the form `modmenu.
`.
You can also provide your own translations if you would like to add custom links. Make sure to use ***your own namespace*** (as opposed to `modmenu`) for any custom keys.
#### Parents (`"parent": "mod_id" or { }`)
Parents are used to display a mod as a child of another one. This is meant to be used for mods divided into different modules. The following element in a `fabric.mod.json` will define the mod as a child of the mod 'flamingo':
`fabric.mod.json`
```json
"custom": {
"modmenu": {
"parent": "flamingo"
}
}
```
However, if you want to group mods under a parent, but the parent isn't an actual mod, you can do that too. In the example below, a mod is defining metadata for a parent. Make sure that this metadata is included in all of the children that use the fake/dummy parent. This can also be used as a fallback for an optional parent, it will be replace by the mod's real metadata if present.
`fabric.mod.json`
```json
"custom": {
"modmenu": {
"parent": {
"id": "this-mod-isnt-real",
"name": "Fake Mod",
"description": "Do cool stuff with this fake mod",
"icon": "assets/real-mod/fake-mod-icon.png",
"badges": [ "library" ]
}
}
}
```
Dummy parent mods only support the following metadata:
- `id` (String)
- `name` (String)
- `description` (String)
- `icon` (String)
- `badges` (Array of Strings)
#### Disable update checker (`"update_checker": false`)
By default, Mod Menu's update checker will use the hash of your mod's jar to lookup the latest version on Modrinth. If it finds a matching project, it will check for the latest version that supports your mod loader and Minecraft version, and if it has a different hash from your existing file, it will prompt the user that there is an update available.
You can disable the update checker by setting `update_checker` to false in your Mod Menu metadata like so:
`fabric.mod.json`
```json
"custom": {
"modmenu": {
"update_checker": false
}
}
```
Quilt Metadata API
Since Mod Menu supports Quilt as well, the same APIs in the Fabric Metadata API section are also available for Quilt mods, but the format for custom metadata is slightly different.
Instead of a
"modmenu"
block inside of a
"custom"
block, you put the
"modmenu"
block as an element in the root object. So it should look like:
quilt.mod.json
json5
{
...
"modmenu": {
// Here's where your links, badges, etc. stuff goes
}
}
Java API
To use the Java API, you'll need to add Mod Menu as a compile-time dependency in your gradle project. This won't make your mod require Mod Menu, but it'll be present in your environment for you to test with.
build.gradle
```gradle
// Add the Terraformers maven repo to your repositories block
repositories {
maven {
name = "Terraformers"
url = "https://maven.terraformersmc.com/"
}
}
// Add Mod Menu as a dependency in your environment
dependencies {
modImplementation("com.terraformersmc:modmenu:${project.modmenu_version}")
}
``
Then, define the version of Mod Menu you're using in your
gradle.properties`. You can get the latest version number
here
, but you may need a different version if you're not using the latest Minecraft version. See the
versions page
for a full list of versions.
If you don't want it in your environment for testing but still want to compile against Mod Menu for using the Java API, you can use
modCompileOnly
instead of
modImplementation
(this will work even if Mod Menu is not updated to the version of Minecraft you're running).
Java API Documentation
### Getting Started
To use the API, implement the ModMenuApi interface on a class and add that as an entry point of type "modmenu" in your `fabric.mod.json` like this:
`fabric.mod.json`
```json
"entrypoints": {
"modmenu": [ "com.example.mod.ExampleModMenuApiImpl" ]
}
```
### Mod Config Screens
Mods can provide a Screen factory to provide a custom config screen to open with the config button. Implement the `getModConfigScreenFactory` method in your API implementation to do this.
The intended use case for this is for mods to provide their own config screens. The mod id of the config screen is automagically determined by the source mod container that the entrypoint originated from.
### Provided Config Screens
Mods can provide Screen factories to provide a custom config screens to open with the config buttons for other mods as well. Implement the `getProvidedConfigScreenFactories` method in your API implementation for this.
The intended use case for this is for a mod like Cloth Config to provide config screens for mods that use its API.
### Modpack Badges
Mods can give other mods the `Modpack` badge by implementing the `attachModpackBadges` method, such as through the following:
```java
@Override
public void attachModpackBadges(Consumer
consumer) {
consumer.accept("modmenu"); // Indicates that 'modmenu' is part of the modpack
}
```
Note that 'internal' mods such as Minecraft itself and the mod loader cannot be given the modpack badge, as they are not distributed within a typical modpack.
### Static Helper Methods
`ModMenuApi` also offers a few helper methods for mods that want to work with Mod Menu better, like making their own Mods buttons.
#### Creating a Mods screen instance
You can call this method to get an instance of the Mods screen:
```java
Screen createModsScreen(Screen previous)
```
#### Creating a Mods button `Text`
You can call this method to get the Text that would be displayed on a Mod Menu Mods button:
```java
Text createModsButtonText()
```
A mod that adds seven mob-inspired totems to Minecraft.
More Totems of Undying
This mod adds new mob-inspired totems of undying to Minecraft. These new totems - infused with the life essence of mobs - save the player from an untimely demise like a regular totem of undying, and produce their own unique effects inspired by their associated mob upon use.
Totems:
Exploding Totem of Undying
: Upon activation, it generates an explosion around the player.
Skeletal Totem of Undying
(Skeleton): Upon activation, gives the player a potion effect called Sniper that doubles their projectile damage.
Teleporting Totem of Undying
(Enderman): Upon activation, the player teleports back to their spawn point.
Ghastly Totem of Undying
(Ghast): Upon activation, gives the player the potion effects of Levitation, Slow Falling, and Fire Resistance.
Stinging Totem of Undying
(Bee): Upon activation, the totem summons 5 bees that defend the player from enemies.
Tentacled Totem of Undying
(Squid): Upon activation, gives the player a custom potion effect called Cephalopod and the vanilla potion effect Conduit Power. Cephalopod afflicts any entity attacking the player with blindness and slowness, and afflicts any entity being attacked by the player with blindness.
Rotting Totem of Undying
(Zombie): Upon activation, the totem summons 3 allied zombies that defend the player from enemies and give the player a unique potion effect called Necrosis. Necrosis allows the player to regain health from damage and poison potions but makes them lose health when they use health and regeneration potions.
Feel free to contribute to the project!
I'm also fine if you use this mod in your modpacks, just make sure to mention it.
However I don't allow clients or other mods to merge this mod without permission, if you would like to use this mod in your client or another mod please contact me.
The mutants are back! Face scary creatures and powerful beasts like never before.
The mutants are back! The original returns, be ready to fight mutated variants of a lot of the old Minecraft monsters. No longer will battles be quick and easy, now you'll be seriously challenged by those new foes.
▶️
Battle the Mutant Zombie, be careful of his smash attacks! And quickly burn the corpse, or it will awaken again. Your victory will be rewarded with a mystical hammer unleashing a unique power when used on the ground beneath you...
▶️
Fight the Mutant Skeleton, the most skilled archer you will ever encounter. If you manage to defeat this foe, you may be able to utilize its skeleton parts for your own protection...
▶️
The Mutant Creeper is a true nightmare, wreaking havoc whereever it goes. Just make sure to keep it away from anything you hold dear! But finally it leaves behind a mysterious egg. It won't hatch for a long time, but when it does, you'll be in for quite a surprise to be sure.
▶️
The Mutant Enderman is by far the most powerful mutant. It won't just fight by fair means, using ender-magic, the terrain and much more, anything is possible. What's in it for you then? Maybe you'll be able to cut off one of its hands, and the mutant's power to use the terrain will be yours.
▶️
Mutants are very strong, time to get some help: The Mutant Snowgolem is here to help. Throwing not just tiny snowballs, but entire chunks of ice it's a true ally.
▶️
And finally there is something odd: Pigs suddenly seem attracted to Fermented Spider Eyes... Feeding one, then splashing some Chemical X... Oh no, what abomination have I created!
When it comes to manual configuration all files are found at
.minecraft/config
, named as
MOD_ID-client.toml
,
MOD_ID-common.toml
, or
MOD_ID-server.toml
depending on the type of config. Not all types might exist for this mod if any.
Note that on older mod versions server configuration files are found at
.minecraft/saves/WORLD_NAME/serverconfigs
, effecticely meaning they must be configured separately for each individual world.
🌟
Huge thanks to
Shcott21
who originally published this mod as the
Mutant Creatures
so many years ago. Most of the work and most of all the amazing models were all done by him.
🌟
Thanks to
Chumbanotz
for being the first to bring the mutants to modern Minecraft in the form of their
Mutant Beasts
mod, laying the ground work for this final revival.
Instanced loot per player for a better looting experience on Multiplayer servers
Description
myLoot replaces world-generated loot containers such as loot chests and barrels with a special myLoot container variant that has instanced loot per player. This means each player can loot whatever they want out of any loot chest and other players will still have access to the original loot - providing a better looting experience!
No more logging onto a multiplayer server to find chunks within a 5000 block radius have already been looted by your friends. Loot for all
myLoot is useful in singleplayer servers as well - you can visually see which loot chests you have already opened so you don't end up getting lost and re-looting areas
Features
All replacement works in modded structures as well as vanilla (dungeons, villages, strongholds, dimensions, etc.)
Replaces loot chests (works for double chests!)
Replaces loot barrels
Replaces chest Minecarts
Replaces Shulker Boxes
myLoot containers will change in appearance to the player if they have opened it. This is client-side so other players will still see the unopened textures if they have not opened it.
myLoot containers will warn the player that breaking it can affect other players. A player can still break myLoot containers by holding Sneak while breaking.
Note: breaking a myLoot container by default will only drop the instanced loot of the player who broke it (plus the loot container item). This can be changed via the "dropBehavior" config to instead drop ALL players' loot
This should work with
modded items
in the myLoot containers as well and with
modded loot containers
myLoot Chest is craftable with a regular Minecraft chest surrounded by enchanted apples (see images above)
myLoot Chest can be combined into a double chest
myLoot Chest Minecart is craftable with a myLoot chest and minecart
myLoot Shulker Box when broken will drop a special myLoot Shulker Box
Item
that persists instanced inventories, so players can still access their instanced loot from the shulker box when it is placed back down. Essentially, it's a portable instanced shulker box!
1.
How does inserters/extractors such as hoppers/pipes affect the myLoot containers?
Modifying a myLoot container's inventory before player opening - such as using hoppers to add/remove items - should not affect the player's instanced inventory. The
original rolled loot
will persist so any player opening a myLoot container for the first time will still get the original loot.
Also, myLoot containers essentially have an invisible inventory that contains the original
non-player instanced
inventory. Modifying that inventory via inserters/extractors such as hoppers/pipes will work, but when a player breaks the myLoot container, only
additions
to the original rolled loot
will drop (plus the player's instanced inventory who broke the myLoot container if applicable). This is to prevent mass duplication of loot (however duplication of the original loot one time is still possible... I haven't yet found a way to prevent this without being invasive i.e. I don't want to break any code, vanilla or modded, that has logic around a loot container's inventory so I can't just delete the original invisible inventory).
Credits
The mechanics of myLoot containers changing appearance when opened by a player, and the stylish glowing texture design are heavily inspired by the Forge
Lootr
mod - but everything else was originally made from scratch. myLoot is not a direct port of Lootr, and features will be different. An official port of Lootr to Fabric is in the works. Please see
https://github.com/spoorn/myLoot/issues/1
Befriend legendary creatures to accompany you across the world!
News and Announcements!
May Updates!
New Mob added, the legendary
Żar-ptak
! (Thanks
@Le flémmard!
)
Added mini-mounts for inchlings!
- A baby mount that is given a warped fungus before it matures will grow into a miniature mount
- Mini-mounts can only carry very small players (like inchlings)
- The mini effect can be cancelled by feeding a baby mount a crimson fungus before it grows up
The config updater now automatically carries over players' custom settings when updating to a new version.
April Updates:
New Mob added, the from the fabled mooshroom islands,
Colelytras!
(Thanks
@Atlan!
)
Added a Summoning Staff item that can warp mounts to a player/flying mounts to the ground.
Added the ability to give wander/follow/sit commands to mounts in-game using either the command item or a summoning staff.
Added a Patchouli guidebook with lore, instructions, and info on each of the mounts! Get it by:
- using a regular book on any mount, or by
- using a summoning staff on a book (held in offhand)
Happy Modding ^_^
Mod Highlights:
Adds 14 new tameable animals which can be found in various biomes across the world.
Includes flying, aquatic, and terrestrial mounts.
Each mount can be equipped with armor and additional inventory slots.
Cute baby variants!
Customizable config file to adjust spawn settings, mount stats, entity AI/behavior, and more.
Important:
This mod requires Geckolib and Patchouli for Fabric or Forge
Supported Mod Loaders:
Fabric/Forge
Mod Features:
Interactions:
T
aming:
Mounts may be tamed by left-clicking them with an empty hand to repeatedly ride them until the mount stops bucking the player off. Like horses, this may take a few attempts before the mount is successfully tamed. Careful! Some mounts are hostile and will fight back during the taming process!
Riding Mounts:
Tamed mounts can be ridden by left-clicking them with an empty hand and controlled with saddles. Flying mounts can be flown by repeatedly pressing the jump key to gain altitude, or by aiming via camera controls while flying. Aquatic mounts can similarly gain a “swim boost” by using the jump key underwater.
Instruct a Mount to Stay/Sit:
Tamed mounts will naturally wander near (and remain close to) the last place their owner dismounted. To have a mount remain in an exact location without wandering off, right-click them with a stick to have them sit down.
Breeding Mounts:
Two mounts of the same species can be bred if the following conditions are met: the mounts must both be
tamed
; the mounts must both have
full health
; and, the mounts must be each given the appropriate
breeding item
.
Mini Mounts:
If a baby mount is given a warped fungus before it matures, it will grow into a miniature mount. These mounts
cannot
be ridden by normal-size people, but otherwise are the same a their larger counterparts. The mini effect can be cancelled by feeding a baby mount a crimson fungus before it matures.
Pet Mount:
Right-click a tamed mount with an empty hand while sneaking to pet it.
Equipment:
Add/Remove Inventory:
Mounts may be equipped with chests to add additional inventory slots to their equipment screen, and can unequip chests with shears. Total inventory capacity varies between different types of mounts, and can be adjusted in the configuration file if needed.
Open Mount Inventory:
Double right-click a tamed mount with an empty hand while sneaking to open the mount inventory.
Mount Armor:
Tamed mounts can be equipped/unequipped with horse armor from the inventory screen.
Summoning Staff:
Can be used to teleport mounts a short distance. Link a mount by using the staff on them, and summon them by using it again. (Mounts must be in loaded chunks and there must be enough room for them to teleport in)
Other Behaviors:
Battle Mounts:
Battle mounts will come to their owner’s aid in combat. This behavior is can be enabled/disabled in the configuration file .
Mount Aggression:
Some mounts are naturally hostile to players and/or other mobs. Once tamed, these mounts will no longer attack other entities unless instructed to by their owner. Mount aggression/AI can be adjusted in the configuration file.
Żar-ptak:
Rarity:
Rare
Habitat:
can appear near inhabited villages;
Diet:
herbivore
MythQuest is a thrilling Minecraft mod that introduces a fascinating twist to the game, incorporating the legendary realm of Greek mythology.
Important
On loading the datapack or mod onto a world, If the guidebook is not recieved, please run
/reload
UPDATE NEWS
MythQuest HAS BEEN UPDATED TO 1.2, WITH NEW MECHANICS LIKE SCROLLS, AND NEW ITEMS AND BOSSES
MythQuest Description
MythQuest is a thrilling Minecraft mod that introduces a fascinating twist to the game, incorporating the legendary realm of Greek mythology. This immersive mod unveils multiple powerful items inspired by mighty Greek gods, offering players a unique and challenging experience.
Download for yourself! to experience all the items!! NO SPOILERS!!
Items listed here are only the ones that have been added in the latest update
[UPDATED] Reaper Boss!
Reaper Boss ~ A part of the new Reapers Update, the Reaper Boss, He can be summoned with the floor crafting mechanism, adds a new level of progression to the game
Reaper Boss Papyrus ~ An unfakeable proof card that is only obtained on summoning the reaper boss.
MythQuest transforms the Minecraft experience by blending Greek mythology with the sandbox world, offering players the chance to become legends themselves as they wield the formidable artifacts of the Myths. Embark on an epic journey, face mythical challenges, and prove your worth in the divine realms of MythQuest.
Adds new immersive wildlife with realistic behavior!
Have you ever wanted a truly immersive animal mod, where animals interact with each other realistically?
Naturalist
adds more animals to the game that behave as they do in real life. There is a working food chain, sleep cycle, and tons of other fun behaviors, giving each animal a personality of its own. So, are you ready to venture out into the wild?
Allows you to locate biomes anywhere in the world.
Nature's Compass is an item that allows you to search for a biome's location anywhere in the world and view information about it. If you're looking for a compass that can locate structures, check out
Explorer's Compass
.
Features
Right-clicking with the Nature's Compass will open the biome selection GUI, from which you can search for a biome or view information about it
Shift-right-clicking will reset the compass's state
When the compass is not pointing at a biome, it will point at the world spawn
Supports all registered biomes, both vanilla and modded
Things like blacklisted biomes and maximum search distance can be adjusted in the config file
Images
Information about a found biome is displayed on the HUD
The biome selection GUI
The biome information GUI
Recipe
Saplings and logs use the ore dictionary
Modpacks
Yes, you can use this mod in your modpack.
Support
If you enjoy the mod and would like to support the project, feel free to
leave a donation on PayPal
. Support is greatly appreciated!
Sponsor
This project is sponsored by BisectHosting. If you're looking for a server, check out their hosting plans and
use promo code
Chaos
at checkout
to get 25% off your first month!
It features utilities for datagen, worldgen, registries, multi-loader development, and other misc stuff.
Feel free to use it in your projects, it has a bit of documentation.
A Mod that prevents ticking-related crashes from bricking worlds
Neruina
This is a mod that prevents ticking crashes from bricking worlds.
When an Entity, Block or Item causes a ticking crash:
That Entity will be suspended and no longer tick, you can still interact with the entity but cannot attack it.
That Block Entity / Tile Entity or Block State (for random ticks) will no longer tick, you can still access the block inventory if it has one.
That Item will stop ticking in the inventory but will still persist and function in recipes and most uses, nothing is lost.
If another mod causes the Player to crash on tick, the Player will be kicked instead.
Actions:
What Is This?
: Opens the Neruina wiki page on what Neruina is and what it does
Copy Crash
: Copies the cause of the ticking exception to your clipboard
Teleport
: Teleports you to the location of the ticking entity
Try Resume
: Attempts to resume the ticking of the ticking entity
Kill
: Immediately kills and removes the ticking entity
Report
(1.19+): Opens a new issue on the
NeruinaAutoReports
GitHub repository and any mods that opt-in to the reporting system
Persitance:
Ticking entity tracking will now persist across server restarts
When the world is first started Neruina will broadcast all tracked ticking entities that need addressing
Ticking Threshold:
When a certain number of ticking excpetions occur within a certain time frame, Neruina will deliberately crash in
order to prevent the server from becoming unusable.
A comprehensive report will be generated with every ticking exception that occurred with instructions on what to do next.
The default threshold is 10 exceptions within 5 minutes, this can be changed in the config.
Config
log_level
operators
(default) - Only operators will receive the broadcast
everyone
- Everyone will receive the broadcast
disabled
- No one will receive the broadcast
ticking_exception_threshold
The number of ticking exceptions that can occur within the specified time frame before Neruina will deliberately
crash
Default is
10
-1
will disable the threshold
auto_kill_ticking_entities
If true, ticking entities will be immediately killed and removed rather than suspended
Nether Depths Upgrade is a small mod that adds some extra flora and fauna to the lava seas of the nether. A total of nine fish have been added, a new enchant and potion in order to explore the lava in the nether.
Nether Depths Upgrade is a small mod that adds some extra flora and fauna to the lava seas of the nether. A total of nine fish have been added, a new enchant and a potion in order to explore the lava in the nether.
Ensures correct destinations when travelling back and forth through Nether Portals in Multiplayer.
Ever played on a multiplayer server, built near other players and when returning from the Nether, surprisingly found yourself in another player's base? It's because of the 8:1 block ratio between the Nether and the Overworld. It's really weird though that you enter a portal in the overworld, and then when going back through where you came, come out of a different portal in the overworld. This mod fixes that issue.
It keeps track of what portals a player went through in order to ensure correct destinations when the player is going back through the same portals. The 1:8 ratio remains, portals just get smarter and remember where you came from.
Features
As long as players use the same portal to return to the overworld, they will end up where they came from
Only needs to be installed on the server (but works in singleplayer as well)
The lightmap has been a little tweaked to my personal preference to be a little more vibrant and dark, but it's 100% sure that these changes will be optional in the final product.
Configuring
Configuring the mod requires Mod Menu, otherwise it's stuck at the default settings seen below.
To access the screen, go to the mod list and press on the settings button on Nicer Skies.
This mod strips cryptographic signatures which are attached to every chat message sent from 1.19 and onwards. Removing them makes it impossible to track and associate your chat messages with your Minecraft client, and, by extension, Microsoft account.
As of 1.19.1, it also disables Player Chat Reporting
Please notice that, while I am aware of
Guardian
and certain other exploits that allow you to counteract reporting systems on the client against the will of the server, I am consciously choosing to not integrate them as part of this mod. No Chat Reports will only remain effective on the client side if the server allows it to be. If you do not like servers that enforce chat signing and fully support chat reporting - I advise to simply not play on them.
Also, while there are many plugins out there that "borrow" the name and even icon of NoChatReports, please be aware that
I have not authored any of them
and cannot say how well they do their job.
Installation and Usage:
NoChatReports supports both Fabric and Forge, just download the version for your respective modloader and game version. It can be installed on either the client, server, or on both sides, and will function differently depending on which sides it is present on:
1. Only Client:
The client will refuse to send the account's public key to the server, and signatures will be stripped from the messages that you send. This way it won't be useful to try and report your messages, as there will be no proof that they were actually sent from your account. The server will relay them unless the
enforce-secure-profile
option is set to
true
in the
server.properties
file (which it is by default since 1.19.1)
If the server does require you to sign messages and you are on either 1.19.1 or 1.19.2, you will not be able to join the server unless you agree to send signed messages (NoChatReports will supply a warning screen), if you are on 1.19.3 or higher, you will still be able to join the server, but will not be able to use chat-related commands (other commands do still work)
2. Only Server:
Clients will still attach signatures when sending messages to the server, but the server will strip them before relaying them to other players. This way chat reporting will not work for any players that join. You can enable the conversion of player to system messages in the config, to prevent players without the mod from seeing them as "Not Secure"
As of 1.20.2 the server cannot disable the "unsigned messages" warning on the client. It can only be disabled if the client has NoChatReports (or a similar mod) installed.
3. Both Client and Server:
Signatures will be stripped on the client side before sending messages to the server, which will not attempt to verify message signatures. Chat reporting and "Only Show Secure Chat" will not function, and players will be notified that those features are disabled by the mod when trying to use them.
Although NoChatReports can function when it is only present on one of either sides, NoChatReports can be configured to demand itself to be installed on the respective other side in order to play. This way you can install it on the server and require all clients that join to have NoChatReports installed, but you can also leave it server-only if you prefer.
Additionally, if installed on the client, NoChatReports will disable Telemetry (similar to what
No Telemetry
does).
To make sure that your server is compatible with NoChatReports, you can take a look at
this part of the wiki
.
Configuration
The configuration files are located in the
NoChatReports
subfolder of the default config folder.
NCR-Client.json
stores Client-Side settings
NCR-Common.json
stores Server-Side settings
NCR-Encryption.json
stores Chat Encryption settings (Only effective on the client)
I have put together a video dedicated to Chat Encryption, watching it will help you to learn how it is used (and whether you should): https://www.youtube.com/watch?v=e7RzNP32k-s
If you develop your own mod, plugin or other server software that in some way prevents chat reports, you can make clients with No Chat Reports installed recognize servers running your software as safe. I wrote
a small article
about this. For clarification or further inquiries - contact me via Discord, link in "External resources".
Reasoning:
See my videos for an explanation of how message signatures and chat reporting work in the game, their failures and the reasoning behind the creation of this mod:
1. https://www.youtube.com/watch?v=hYAUEMlugyw
2. https://www.youtube.com/watch?v=DobmW1ZUcbQ
3. https://www.youtube.com/watch?v=gH_q7ZuCJs0
Need your own server to play with friends? NameHero provides amazing hosting services with automatic server setup for any game version and an easy-to-use control panel for advanced customization. Create your own server in 5 minutes without any technical knowledge!
A general utility, GUI and config library for modding on Fabric and Quilt
A general utility, GUI and config library for modding on Fabric and Quilt
Features include:
owo-ui
, a fully-featured declarative UI library for building dynamic, beautiful screens with blazingly fast development times
owo-config
, a built-in, customizable configuration system built on top of owo-ui. It provides many of the same features as
Cloth Config
while many new conveniences, like server-client config synchronization, added on top
A fully automatic
registration system
that is designed to be as generic as possible. It is simple and non-verbose to use for basic registries, yet the underlying API tree is flexible and can also be used for many custom registration solutions
Item Group extensions
which allow for sub-tabs inside your mod's group as well as a host of other features like custom buttons, textures and item variant handling
A fully-featured
networking layer
with fully automatic serialization, handshaking to ensure client compatibility and a built-in solution for triggering parametrized particle events in a side-agnostic manner
Client-sided particle helpers that allow for easily composing multi-particle effects
Rich text translations, allowing you to use Minecraft's text component format in your language files to provide styled text without any code
owo is documented in two main ways:
There is rich, detailed JavaDoc throughout the entire codebase
There is a wiki with in-depth explanations and tutorials for most of owo's features over at https://docs.wispforest.io/owo/features/
Oxidized aims to provide more uses for vanilla copper. Each feature is designed so that it could fit with or stay close to vanilla Minecraft.
About:
Copper Pulsar
: This item is an electromagnet-inspired tool. While in the player's inventory, the pulsar will allow you to pick up experience orbs and items from up to x10 farther than the normal pickup range. It can be toggled on and off using right-click.
Copper Rail
: The Copper Rail functions almost identically to the Powered Rail. The difference is that a chain of connected copper rails can stay powered for up to 100 blocks as compared to 8 blocks with the Powered Rail.
Vertical Cut Copper
: Vertical cut copper is a building block that is designed like a copper block with a line through the middle. This is inspired off of the original cut copper design that was later changed in the full release. Vertical cut copper can oxidize like normal copper but waxing it with a honeycomb can stop this process.
Copper Kiln
: The Copper Kiln is a new unique furnace type. This kiln can smelt cobblestone, clay, sand, and logs at extremely fast speeds. The kiln is meant for obtaining terracotta, bricks, stone, charcoal, and glass for building quickly. It functions like the smoker and blast furnace.
Copper Lantern
: Copper Lanterns are a new lantern type that emits a green flame. They can be crafted with 8 copper nuggets around a single torch. Copper lanterns function the same as normal lanterns. (Copper nuggets are obtained by putting a copper ingot in a crafting table)
Rose Gold Tools
: Rose Gold is a new tool material that can be made in a smithing table. Rose gold does not have an actual ingot as it is crafted with a gold tool and a copper ingot in a smithing table. Rose gold tools provide a similar durability and mining level to Iron tools but they are as fast and enchantable as gold tools.
Copper Pan
: The Copper Pan is a unique block that allows the player to passively pan for resources such as clay and iron nuggets. The pan will only work if it is placed in water and on a sand or gravel block. Over time the pan will sift and release items it finds. The current loot pool includes: Iron Nugget (15%), Gold Nugget (15%), Sand (24%), Emerald (2%), Gravel (12%), Clay Ball (32%). The speed at which the pan finds items is relative to the random tick speed.
Copper Golem
: The Copper Golem is a mob based on the Minecraft Mob Vote 2021. It can be created by placing a copper/cut copper block on the bottom, a carved pumpkin in the middle, and a lightning rod on top. The golem will wander around and can press copper buttons nearby (Copper Buttons have been added but are not yet obtainable in survival). Copper Golems will oxidize over a long period of time, but will walk toward lightning rods in thunderstorms, and will unoxidize when struck.
Copper Trap
: The Copper Trap is a bear trap-like block that can be placed down. It is crafted with 6 copper ingots and 2 flint. When stepped on, the trap deals 5 damage and stops the victim from moving away. The trap will open back up after closing for 3 seconds. It can be toggled manually by right-clicking or with redstone (levers, buttons, etc).
[1.19.3+] Copper Barometer
: The Copper Barometer is a weather prediction tool crafted with copper ingots, redstone, and glass. When right-clicked, the barometer will provide you with information about the upcoming weather or when the current precipitation will end.
Credits:
Credit to zacthornetv for the rose gold tool textures
Expand your skillset with Spell Books, hosting additional spells.
Find a Spell Binding Table in village
Gazebos
, or build your own (just don't forget bookshelves around the Spell Binding Table).
To unlock
Paladin
spells, create the
Paladin Libram
on the Spell Binding Table! (Use
any melee weapon
ot cast spells from the equipped Paladin Libram!)
To unlock
Priest
spells, create the
Holy Book
on the Spell Binding Table! (Use
Holy Staves
ot cast spells from the equipped Holy Book!)
Explore the armory
Explore new, craftable, paladin and priest equipment, with bonuses to boost spell damage and healing.
Paladins: new 2 armor sets, Claymores, Great Hammers, Maces.
Priests: new 2 armor sets, Holy Staves and Wands.
Equipment bonuses are configureable in
config/paladins/items.json
.
Extended dungeon loot
Find paladin and priest equipment in dungeon loot chests!
Loot table injections are configurable in
config/rpg_series/loot.json
.
New village structures
Find Sanctuaries in villages, where Monk villagers sell magic equipment!
The spawn weight and limit are configureable in
config/paladins/villages.json
.
🔧 Configuration
Spell casting mechanics and HUD can be configured under
Mod Menu / Spell Engine / Settings
.
Accessible, Data-Driven, Dependency-Free Documentation for Minecraft Modders and Pack Makers
About
Patchouli
is a mod that aims to provide easy to implement, data-driven documentation for minecraft modders and modpack makers alike.
Patchouli's systems allow any modder or modpack maker to quickly create beautiful books full of user experience enhancing features. The user-facing feature set of the mod is designed in function of research done on what features people liked from Botania's Lexica Botania.
Features
Data-driven content creation, no code required, you don't even need patchouli's code to build
In-game text preview
Rich text formatting system that supports macros
Advancement-driven content unlocking
Nested categories and bookmarkable entries for quick and easy navigation
Several ready-to-use page types like text, crafting and image pages
Multiblock visualization for easy building
Template system to create custom page types
Seamless integration with mods, with creative tab and pretending the book is from your mod
Custom visuals and sounds
Easily localizable for other languages
Tons of other user friendly features!
Learn more about Patchouli today
Visit the
Wiki
to learn about how to use this in your mod or modpack
Credits
Massive shout out to the following people who helped this become a reality:
Drullkus for testing, providing some code, and the logo
Ellpeck for extensive testing and tons of help with fixing bugs
StanHebben, for extensive testing, lots of good feature requests, and also providing fair amount of code
No more recipe conflicts! Adds an option to choose the crafting result if more than one is available.
Polymorph is a mod that solves recipe conflicts by letting players choose between all potential
outputs shared by the same ingredients.
With a sufficiently large amount of mods, recipe conflicts are a common occurrence and the
responsibility for resolving these usually falls on the user or modpack developer, using datapacks
or other tools to ensure that each recipe is unique.
Polymorph offers an alternative solution, allowing all possible crafting and smelting recipes to
co-exist regardless of conflicts.
Features
Crafting
When a group of ingredients matches more than one recipe, a button will appear above the output
slot. Pushing this button will show a list of all possible results and selecting one will change the
crafting output to match. Polymorph will also remember the last selection as long as the ingredients
don't change, so repeated crafting actions are possible on the same selection.
Smelting
When a valid input matches more than one output, a button will appear above the output slot. Pushing
this button will show a list of all possible results with the currently selected result highlighted
in green. Selecting one of the listed results will change the smelting output to match. This
selection will be saved to the block itself and persist across world loading and unloading.
Smithing
Exactly like the crafting screen, a button will appear above the output slot when a valid input matches more than one
output. Upon selection, the output will change to match.
Commands
To assist identifying potential conflicts, there's a command
/polymorph conflicts
that will try to identify recipes
that conflict with each other and outputs a list of them to your logs folder. Currently, the command will scan crafting,
smelting, blasting, smoking, and smithing recipes.
This is the continuation of Huricaaan (Ha3)'s original mod, maintained and updated to the latest version of Minecraft. All previous features have been restored and some new ones added, with new development promised for the future on the opensource github profile!
Expect to see a more rich and immersive Minecraft world, one where Presence Footsteps adds new and more dynamic sounds for every block the player walks on. Every block has its own material assigned to it, and can make their own, customized sounds to better match what they're made of.
Wooden chests are creaky and old,
stone is dusty and rough.
Piston heads sound like wood, whilst their bodies are stone,
even cake sounds like you might destroy if you step in the frosting!
Tall grass and bristles make a dry, rustling sound as you step through them,
Magma sounds like it's literally cooking your souls!
Not only that, but the latest version includes step sounds for certain non-block entities:
Shulkers make the same creaky box noises as Shulker boxes, boats sound like wood, and armour stands creak and produce a stone stepping sound as you walk on their stone slab base.
Sound Packs
Presence Footsteps is
fully customisable
with resource packs. The mod by default includes a pack with its own sounds
and material mappings for the vanilla blocks, however if you don't like those sounds or want to use your own, this pack can be turned off
or used together with packs from the community.
Note that you need
at least one
sounds pack enabled for the mod to function.
Mod Support
Presence Footsteps will attempt to figure out the sounds of modded blocks by looking at the vanilla material/sound types they use.
If your mod is using very unique sounds though, you can add mappings to your mod to directly control what sounds presence footsteps uses for your block by
following the
guide on our wiki
A library all about color! Provides lots of color-related functionality for dependent mods.
Prism is a library all about
c
o
l
o
r
!
This library contains a powerful set of utilities to easily add color-related functionality to your mods.
For example, just installing the library allows
any
mod that uses Minecraft's built-in TextColor (the basic color functionality) to automatically support animated colors, web colors, easy HSV manipulation, and more.
Adds new EntityAttribute to the game, with the following id:
projectile_damage:generic
. This allows customization of damage done by individual Bow and Crossbow items in the game.
Adds
Impact
status effect, increasing the projectile damage done by the entity.
Example command:
/effect give @p projectile_damage:impact 30 4
You can also use the API provided by this mod, to set the damage of your custom ranged weapons.
🔧 Configuration
Server side
configuration can be found in the
config
directory, after running the game with the mod installed.
Promenade is a mod for the latest version of Minecraft that adds a ton of features to the game related to exploration,
diversity and will improve the beauty of you world.
By supporting Hugman, you can get access to the following:
Vote for the next features to be added to the Dawn Team mods
Get exclusive screenshots of the next features to be added to Dawn Team mods
Get early access to the latest beta versions of Dawn Team mods with new features
Get early access to new mods from the Dawn Team mods
We do not want to lock any in-game feature of the Dawn Team mods behind a paywall, because we believe that any Minecraft mod should forever remain free to download and fully exploit/use.
Supporting via Patreon is a more of way to help Hugman to continue to improve the mods and show the gratitude you might have towards Hugman's work.
Some money you donate may be used to pay for new features, such as music or art, but not all of it.
Lightweight, serverside mod that allows to define custom formulas to calculate damage reduction from armor and the protection enchantment.
The reason behind this?
Protection is busted, both in vanilla and modded. 88% damage reduction? No thanks.
Well, this mod by default changes the values to be up to 15% for armor (at 60), and 10% for protection (on a full prot V set).
It is highly suggested to change, as it will not count armor toughness (due to it not using damage as a reference), so if you don't have anything that uses toughness for anything else, it makes the attribute useless.
A Minecraft mod that adds more attributes to the game.
Pufferfish's Attributes
About
This mod adds new attributes to the game. Originally it was a part of
Pufferfish's Skills
mod, but was split and now can be used independently.
Attributes
Some attributes work different from vanilla ones. Instead of providing a value they modify dynamic values using addition or multiplication. For example damage dealt by attacking using various weapons. They work like normal attributes, but their base value is internally set to the dynamic value. Changing base value of these attributes is not possible, because it is permanently set to
NaN
. These attributes are marked as dynamic in their description below.
Stamina
Melee Damage
Ranged damage
Fortune
Healing
Jump
Resistance
Mining Speed
Sprinting Speed
Knockback
Stamina
Attribute
puffish_attributes:player.stamina
allows to change hard coded stamina value, which is 4 by default. Stamina determines how much exhaustion player must collect to decrease food/saturation points.
Melee Damage
Dynamic attribute
puffish_attributes:player.melee_damage
modifies damage dealt using melee weapons.
Ranged damage
Dynamic attribute
puffish_attributes:player.ranged_damage
modifies damage dealt using ranged weapons.
Fortune
Dynamic attribute
puffish_attributes:player.fortune
modifies fortune when mining a block, also applies without having fortune enchant on the item.
Healing
Dynamic attribute
puffish_attributes:player.healing
modifies how much health is restored by natural regeneration.
Jump
Dynamic attribute
puffish_attributes:player.jump
modifies how high player can jump.
Resistance
Dynamic attribute
puffish_attributes:player.resistance
modifies resistance of the player
Mining Speed
Dynamic attribute
puffish_attributes:player.mining_speed
modifies mining speed of the player.
Sprinting Speed
Dynamic attribute
puffish_attributes:player.sprinting_speed
modifies sprinting speed of the player.
Knockback
Dynamic attribute
puffish_attributes:player.knockback
modifies knockback power of the player.
Compatibility
This mod supports both Forge and Fabric. It may conflict with other mods that add similar attributes. Please report an issue if you find an incompatibility.
It is incompatibility with every version below 0.12.0 of Pufferfish's Skills, because that versions includes everything that Pufferfish's Attributes adds. However, version 0.12.0 of Pufferfish's Skills, when released, will no longer contain Pufferfish's Attributes, therefore these mods will be compatible.
Versions
Versions that are maintained and will receive future updates are: 1.18.2, 1.19.2, 1.19.4, 1.20, 1.20.2, 1.20.4.
Modpacks
You can use this mod in your modpack as long as you do not redistribute this mod.
Adds a fully configurable skill system to the game.
Pufferfish's Skills
About
Pufferfish's Skills is a mod that adds a framework to create fully configurable skill systems. It has a dedicated
online editor
to help building skills layout. There is also an API which allows extending the functionality and managing skills.
The easiest way is to download
Default Skill Trees
data pack. You can modify it according to your needs. Most skills in that trees increase player attributes. In the game there isn't many of them and that's why there is a
Pufferfish's Attributes
mod which used to be a part of the mod.
Why's it called Puzzles you ask? That's the puzzle!
📖 About:
Puzzles Lib
is a rather light-weight library consisting of multiple frameworks and utility classes. But most of all, it offers an abstraction layer for developing mods on both the Forge and Fabric mod loader, making ports and maintaining mods rather simple without having to rewrite a bunch of logic.
This mod doesn't do anything on its own, so install it only when you also use another one of my mods.
The Fabric version of this project additionally depends on the
Forge Config API Port
library. This is required for mod configuration, as it allows for using the exact same system as on the Forge mod loader.
🏹 Create fully functional bows and crossbows, with ease
Ranged Weapon API
This mod is an API for developers, relying on Fabric API, to allow easy bow and crossbow creation.
Features:
- Bows and Crossbow construction
- Customizable weapon properties: damage, pull time, projectile velocity (optional)
- Automatic item model predicate registration (matching vanilla model predicates)
- Correct rendering first and third person rendering
- Correct pull FOV
A datapack/mod to remove the intro message that appears with Terralith.
This is a simple datapack/mod that removes Terralith's introduction message when creating a world.
Modpack devs are free to use this if they so desire; just stick it in your modpack and it should effectively prevent Terralith from making any chat messages on first world load. This is especially useful for modpack devs that don't want a ton of chat spam on first load, or don't want users confusingly joining the wrong Discord server.
Adds more variations of vanilla structures and features such as a Jungle Fortress!
Works serverside too so vanilla clients can connect!
CLICK HERE FOR NEOFORGE/FORGE MC PORT: https://modrinth.com/mod/repurposed-structures-forge
WHAT IS REPURPOSED STRUCTURES?
Repurposed Structures is a mod about taking existing vanilla features and structures and creating new variants or modifications to them! Originally, most of the structures and features in this mod was actually made for my Ultra Amplified Dimension mod. but then I realized these features and structures would look great in the Overworld as well so I decided to take those structures and features and split them into their own mod and continue to add MORE biome variants of vanilla structures! And over time, some other people even help contribute more vanilla styled structures!
Check out the wiki below for all the info! It is kept up to date on latest Repurposed Structures releases.
Frequently Asked Questions:
- **Q: Can this mod work serverside and let vanilla clients connect?**
- A: Yep! This mod does not add any new blocks or mobs so it can be ran entirely serverside and is safe for vanilla clients.
- **Q: How do I turn off RS structures in 1.18.2 or newer MC?**
- A: 1.18.2 did a lot of changes and as a result, all of RS's structures are now in datapack form.
Click here for more info and leads you to the config datapack
that lets you turn off structures or changing spawnrates. Don't be afraid to ask me questions if you get stuck!
- **Q: Does this mod work with
YUNG's Better Strongholds
,
YUNG's Better Mineshafts
, and other Yungs mods mod?**
- A: Yes all of Yung's mods will work with Repurposed Structures. Both mod's structures will continue to spawn. Note: RS’s structures will remain the same and will not be in the same style as yung’s structures unless you put on special datapacks. See the Pre-Datapack section for changing RS's strongholds, dungeons, and other structures to be in the style of Yung's structures! (Mineshafts does not have a datapack because Yung's Better Mineshafts already have biome variants)
- **Q: Does this mod conflict with ___ mod?**
- A: Highly unlikely. My mod adds structures to biomes directly so any conflict would be extremely rare. Best way to know is to just try my mod with the other mod. If you find they do conflict somehow, PLEASE let me know so I can investigate and release a fix! :) In fact, some mods like
Signpost
may have direct compatibility with Repurposed Structures's structures!
- **Q: I heard this mod has banners in chests but none show up for me. Why?**
- A: You'll have to use the latest version of Repurposed Structures and have the Luck status effect or attribute. Luck is not able to be obtained in vanilla so you'll have to use another mod or datapack. The banners are more like a cool Easter Egg collectable so check out what mods or datapacks can give you some Luck! Good luck and have fun collecting banners!
- **Q: The advancements are annoying! I want to turn them off!**
- A: There are datapacks to turn off the advancements.
Click here for the datapack
to use to make all RS advancements disabled. You can delete the files of the structures you do want advancements for from that datapack.
- **Q: How can I change the language that this mod uses?**
- A: You can use a Resourcepack to add new languages and help contribute!
You can grab this datapack, delete the data folder from it, and use it as a resourcepack and add new languages you want!
- **Q: Can I use this mod in a modpack?**
- A: Yep! You can use this mod in a modpack :)
- **Q: Can I modify the source code of this mod to make changes?**
- A: You can but just make sure you respect my license which is LGPL. That means, if you plan on distributing a modified Repurposed Structures jar, you should open source it by making the modified source code visible and licensed under an open source license. But truthfully, if you want to make a change, ask me first or make a PR into my mod as I might actually add it to the base mod itself!
🏠 HOW CAN I CONFIGURE THIS MOD? 🏠
1.18.2 and newer info:
**As of 1.18.2 and newer, most of Repurposed Structures can be changed by datapack now. Including turning off or on structures or changing spawnrates. Click the below link to get an example datapack to edit and some pointers for what to edit to turn off structures. There's a huge amount of stuff you can change by datapack though such as changing what height RS Mineshafts spawn at or how large RS villages are and much more that was not configurable in 1.18.1 and below. Enjoy!**
**
Click here to go to config datapack download page
**
*Note: Be sure to read the instructions in the above link's page to make it easier to know what to edit*
By default, RS will do its best to import modded loot into its structures's loot. If this is not desired behavior, you can disable this in the normal RS config file in config folder above mods folder.
Furthermore, you can make datapacks to modify or change how RS structures look! Here's a flat world of all the pieces of my structures. Use this to make editing and overriding structure pieces easier with datapacks:
Repurposed Structures - pieces world (click here)
**
For the expert datapackers, there's actually a hidden neat way to add new pieces to any Jigsaw Structure without overriding their pool file! (Villages, outposts, all of RS's structures minus mansions, etc) For example, instead of overriding `data\repurposed_structures\worldgen\template_pool\village\birch\houses.json` to add new houses to my Birch Village, replace `worldgen\template` in the datapack with `pool_additions` and have the template pool file only have the entries you want merged into the main pool file. Repurposed Structures will detect these files from ALL datapacks and merge the pool_additions pool entries into the actual template pool file that the path points to. Yes, Repurposed Structures will read all pool_additions files from all datapacks that even have the same path so that the datapacks do not override each other's pool_additions! Neat stuff! And it works with other pools too! Just make sure the piece you are adding has a Jigsaw Block with the right name so the actual structure can connect and spawn the piece.
To help you with this cool pool_additions feature, this 18 minute tutorial should help walk you through creating a building, saving it, and adding it to RS's structures with a datapack! **
https://youtu.be/kzRQrQqlYjw
**
1.18.1 and older info:
**To reach this mod's config file, go into the config folder that is above the mods folder and go into the repurposed_structures-forge folder to change the configs. The config is split up into many files for better organization and ease of editing. Then exit/restart Minecraft for all changes to take effect. Do note that the config will affect all worlds so keep that in mind**
Right now, there are lots of config options. The big one that you may be interested in is the spawnrate config for every structure and yes, you can even fully turn off the structures too. The config comments will help walk you through on how to adjust the rates. Furthermore, you can even blacklist dimensions or biomes as well! For some structures, you can change the maximum and minimum y value that they can start their generation at and far more! Check out the config for everything you can do!
Furthermore, you can make datapacks to modify or change a huge amount of stuff in my mod including modifying how structures look! Here's a flat world of all the pieces of my nbt-based structures. Use this to make editing and overriding structure pieces easier with datapacks: **
Repurposed Structures - pieces world (click here)
**
If you want to change the loot tables that the structures in this mod uses, you can override my loot tables with a data pack! Here's a datapack with the default loot tables: **
Repurposed_Structures-Loottables (click here)
**
The mob spawner for all none-nbt based structures can be changed with datapacks as well! You can download the spawner datapack here and change the entries inside the json files to add, remove, or change mob chances in spawners!: **
Repurposed_Structures-Mob_Spawners (click here)
**
And all structure pieces such as Wells, Villages, Outposts, Shipwrecks, Pyramids, and Igloos can also be overridden with datapacks. Furthermore, the template pools that holds structure pieces for Villages and other structures can also be overridden with datapacks to add your own pieces to the villages or other structures! You can find what pieces or pools can be replaced and their filenames here but be sure to switch the branch to the MC version you are on:
Overridable structure nbt files (click here)
Overridable structure pool files (click here)
For the expert datapackers, there's actually a hidden neat way to add new pieces to any Jigsaw Structure without overriding their pool file! (Villages, outposts, all of RS's structures minus mansions, etc) For example, instead of overriding `data\repurposed_structures\worldgen\template_pool\village\birch\houses.json` to add new houses to my Birch Village, replace `worldgen\template` in the datapack with `pool_additions` and have the template pool file only have the entries you want merged into the main pool file. Repurposed Structures will detect these files from ALL datapacks and merge the pool_additions pool entries into the actual template pool file that the path points to. Yes, Repurposed Structures will read all pool_additions files from all datapacks that even have the same path so that the datapacks do not override each other's pool_additions! Neat stuff! And it works with other pools too! Just make sure the piece you are adding has a Jigsaw Block with the right name so the actual structure can connect and spawn the piece.
To help you with this cool pool_additions feature, this 18 minute tutorial should help walk you through creating a building, saving it, and adding it to RS's structures with a datapack! **
https://youtu.be/kzRQrQqlYjw
**
If you get stuck or confused on how to configure something, just ask and I'll try and help out!
🏠 PRE-MADE DATAPACKS 🏠
Since the overwhelming majority of my structures uses nbt files, template pools, and/or processors, you can override all of this with datapacks! That means you can customize the blocks in those structures with other mod's blocks or add pieces of other mod's villages into RS's villages! If you decide to use the datapacks below, download it, go into your world's save folder, and put the zipped folder into the datapack folder. Now when you load the game, the datapack should take effect! (Also, you can share mod-compat datapacks you made to me and I'll add it below after I check it out and like it!)
Check out the wiki below for some links to premade datapacks!
/r/l-ll-ll-l_IsDisLoss from Reddit for allowing me to use his Nether Pyramid and Nether Crimson Outpost design!
cannon_foddr for allowing me to use his Nether Brick Outpost and End/Nether Bricks Shipwreck design!
miguelforge for allowing me to use his Crimson and Warped Shipwreck, End Ruined Portal, Nether Ruins, and other designs!
*If you find an issue, glitch, or have a suggestion about my mod, let me know! But if you don't have a GitHub account to report in the Issue tab above, just comment what the problem is below and I'll try and get back to you ASAP! Or you can contact me on Discord :)
Revive adds two potions to revive players. A good version of the potion is brewed by adding a revival star, which can be traded from a cleric villager, into regeneration lvl2 potions.
The bad version of the potion can be brewed with mundane potions and a golden apple.
It works in hardcore mode too!
Check out the config settings if you want to customize anything.
This mod is developed for Fabric.
There are no plans to develop a Forge version.
Modpack Permission:
Feel free to use it in any modpacks.
Runes are typically crafted out of Cobblestone and a some material that is relevant to the specific rune.
Runes have shapeless recipes, can be crafted in hand or at a regular crafting table.
The most efficient way to craft runes, is to use a Rune Crafting Altar.
All runes have the same recipe on the Rune Crafting Altar, but provide more runes for the same amount of ingredients.
Runes
Runes can be crafted using the following ingredients
- 🔮 Arcane - Amethyst
- 🔥 Fire - Coal
- ❄️ Frost - Snowball
- 💚 Healing (not available yet)
- ⚡️ Lightning (not available yet)
- 👻 Soul (not available yet)
When installing for Minecraft 1.19.2, backup and delete the 'puffish_skills' config folder. This is required for Simply Skills to generate files. (Not needed for 1.20+ versions)
Features
Simply Skills provides a combat oriented skill tree for Fabric, complete with unique passive skills, specialisations, and signature abilities.
Driven by a vision to enrich combat encounters within Minecraft, Simply Skills harnesses the power of the
Spell Engine
&
Spell Power Attributes
framework (created by Daedelus). By adopting this framework, players are empowered with distinctive skill sets that enable them to stand out among their peers and fully immerse themselves in the class fantasy they desire.
- Passive Skills -
Unlike the typical stat increase nodes on the tree, Passive Skills provide you with unique passive abilities that alter game mechanics in unique and meaningful ways.
- Specialisations -
Specialisations can be unlocked by working your way through the base skill tree, until you reach a specialisation path. Once a specialisation path has been chosen, you will unlock an additional seperate skill tree that contains abilities and skills unique to your chosen specialisation. You may only have one specialisation unlocked at a time.
- Signature Abilities -
Signature Abilities, unlocked by advancing to a specialisation path, provide you with unique active abilities that can help to turn the tide of battle. These abilities can often be further enhanced and customised via passive nodes in the relevant specialisation skill tree. Due to their power, these abilities have an internal cooldown. (default keybind 'V')
- Respecialisation -
Your base skill tree can be reset by using a Malevolent Manuscript. This will refund all points spent in the tree.
If you have a specialisation unlocked at the time of use, this will also erase all points spent within the specialisation tree. The points lost will be gone forever, so choose carefully.
Roadmap
Subject to change
Q4 2023: Ascendancy Tree
- Additional late-game player progression
Want to play with Simply Skills on a server with friends? How about considering a server from BisectHosting? They're already set up and ready to go!
Other Timefall Projects
Mod Icon drawn by Dream Studio AI art with prompt: Pixel art Treasure chest.
The icons for MCDW, MCDA, MCDAR, and MCSA were all made by
SeaOfPixels
, maker of the
New Default+ Resource Pack
.
Want to play with Simply Swords on a server with friends? How about considering a server from BisectHosting? They're already set up and ready to go!
Other Timefall Projects
Mod Icon drawn by Dream Studio AI art with prompt: Pixel art Treasure chest.
The icons for MCDW, MCDA, MCDAR, and MCSA were all made by
SeaOfPixels
, maker of the
New Default+ Resource Pack
.
Transcription
## Simply Swords
- Weapon Variants: Simply Swords adds 14 unique weapon variants, each with differing playstyles and attack animations when paired with Better Combat. Throwable chakrams, blazing fast twinblades, cleaving greataxes, and much more!
- Unique Weapons: Opening any chest throughout your adventures yields a chance to obtain unique weaponry with powerful abilities. These weapons cannot be crafted.
- Mod Support: Support for Mythic Metals and Gobber, with more than 200 individual weapons.
- Recommend Better Combat - for unique weapon animations.
- Recommend Patchouli - for in-game documentation.
- Additional mod support for LevelZ, Gobber, and Mythic Metals.
- Requires Architectury - Required dependency.
Hire Villager Workers and let them farm, mine or even fish for you!
Recruit Villagers and command them into war!
Explanation
Place the ship far away from you, into water. They need space to spawn.
Use Right Click to sit in the ship.
While
sitting in the Ship:
Press "R" to open/close the Ships Sail.
Or Press "W" to increase and "S" to decrease the Sail.
In Thrid Person View with F5 , scroll with you Mousewheel to change the distance of the View.
To dismount a entity from the ship, right-click the entity.
To open the Inventory outside of the ship, use crouch+right-click on the ship.
Cannons:
To add a cannon on your ship you need to right click the ship with a cannon in your hand.
To shoot the cannon, you need to look in the direction of the cannon and press "space", while sitting in the ship. Note that you need to have a round shot in the ships inventory.
The Key-Bind can be changed in the options. To remove a cannon, right-click the ship with a pickaxe.
Detailed Features
Ship performance:
In terms of ship performance, cold-water ships will be 10% faster in cold water biomes but 10% slower in warm water biomes. Conversely, warm-water ships will be 10% faster in warm water biomes but 10% slower in cold water biomes. It's important to note that the speed of the ships will also be affected by the number of cannons on board, reducing speed by 2.5% per cannon. Additionally, cargo on board can decrease the ship's speed by up to 10%.
Sail coloring:
You can customize sails by coloring them with dye items. Simply right-click the ship with the dye in your hand.
Ship repairing:
You can repair your ship with iron nuggets and planks. Simply right-click the ship with the iron nuggets in your hand, you need to have a good supply of planks in your inventory.
Ship naming:
You can name your ship with a name-tag. Simply right-click the ship with the name-tag in your hand.
Leashing: (1.18.2 to 1.20.6)
Leashing allows players to tether ships. Leashed ships cannot be directly controlled, and only ships without a player on the controller seat can be leashed.
Cog:
The Cog is a medieval trade ship used in cold water biomes. It offers 108 item slots and can mount up to 4 cannons for defense. It can accommodate up to 5 passengers, including the captain. Although its maneuverability may not be the best, it is an excellent trading vessel with a top speed of 40 km/h and a sturdy hull strength of 300 hp.
Brigg:
The Brigg is another medieval two-masted trade ship designed for cold water biomes. It provides 162 item slots and can mount up to 6 cannons for defense. With space for up to 11 passengers, including the captain, it excels in both trading and naval battles. The Brig has a top speed of 45 km/h, good maneuverability, and a hull strength of 400 hp.
Galley:
The Galley is specifically designed for warm water environments and naval warfare. It has 54 slots for items, exceptional maneuverability, and a top speed of 40 km/h. With seating for 9 passengers, including the captain and hull strength of 200 hp, it proves to be a promising vessel in various situations.
Drakkar:
The Drakkar is specifically designed for cold water environments. It has 54 slots for items, exceptional maneuverability, and a top speed of 30 km/h. With seating for 11 passengers, including the captain and hull strength of 200 hp. Shields, also with banner patterns, can be attatched to grand additional defense. With its ice breaker abbility, it proves to be a promising vessel in cold and icy oceans.
You are allowed to use the Small Ships Mod in any kind of modpack, as long as you link back to this page and don’t make any money of the modpack. undefined
A brain library for Minecraft, making the brain system easier to use and manage
A brain library for Minecraft, making the brain system easier to use and manage.
What is this?
The brain system in Minecraft is an almost cryptic new entity AI system that Mojang introduced to handle more complex mobs, and allow for more advanced entity handling.
Unfortunately Mojang's implementation is lacking, and overly complex.
Additionally, it's also done in a rather inefficient way, which means that overall the system is not worth using in place of the existing goals system.
This library aims to overhaul the brain system, making it actually usable, and configurable.
Note however, that the existing goal system will still be simpler at face value - the brain system is intended for more complex interactions, but it can also be fun to experiment with.
So what does SmartBrainLib do?
SBL is a multi-facet approach to the brain system, and will continue to expand and improve as I use it.
Here are its main features:
Auto-handles memory types
Don't worry about having to work out which memory modules to register for your entity.
Dynamic sensors
Sensors can now be dynamically configured and handled. This allows for much more advanced and flexible sensors
Advanced behaviours
Utilise built-in, or create new behaviours based on an extensible behaviour class, which builds in callbacks, predication, cooldowns, and more.
Runtime-safe behaviour modification
Add, remove, and modify behaviours dynamically from an existing entity.
Optimisation
SBL replaces almost the entirety of the vanilla brain system's functions, using high-efficiency functions to remove the inefficiencies in as many areas as possible of the brain. Done right, an SBL entity could be even more efficient than one using goals!
Additional sensors, behaviours, and memory types
SBL builds in additional modules for use in any entity, with more to come over time.
Added utility functions
As well as the expected brain functionality, SBL additionally adds additional helpers, such as:
Optimised level entity-getter functions
Developer-friendly Random library
Brain interface utility for adding/removing brain content from non-SBL entities
A Sniffer expansion, adding new behaviors to the Sniffer, an ancient cave biome, and several new Sniffer-related plants.
Welcome to Hellion's Sniffer+! This is a 1.20 Expansion mod building on features surrounding the Sniffer. This includes new behaviors for the Sniffer itself; several new plants for it to dig up, including a new woodset; and an entirely new cave biome, housing all these wonders! Hop in and explore!
Sniffers now can be saddled and ridden
Sniffers can now have chests equipped
Sniffers with equipped chests will place dug up seeds in their chest
Sniffers can be given an Ominous Banner to carry you to the nearest Outpost
Several new plants including Ivy, Stone Pine Trees, and Fiddleferns
Torchflowers now emit light, earning themselves their name
And an entirely new cave biome, the Timeless Grotto
I am developing this project completely on my own in my free time. If you would like to help support the work I do and get special benefits like early betas, special previews in the Discord, and a cosmetic in a future mod project I have planned, please consider becoming a Patron!
Use code "hellion" for 30% off your order with Nodecraft!
A Sodium addon that adds features that shouldn't be in Sodium.
What is Sodium Extra?
Sodium Extra aims to bring most of OptiFine's eye-candy options to Sodium; in addition to providing some features such as visual bug fixes and other performance options that are not yet available on Sodium.
Features
Here is a basic rundown of what this mod does.
Animations Settings (Control fire, water, lava, block animations and etc...)
Particles Settings (Control all types of particles, including ones from other mods)
Details Settings (Control sky, stars, sun/moon, weather, and much more)
Render Settings (Control fog, static entities, and other miscellaneous renderings)
Extra Settings (Display FPS, coordinates, toast notifications, clouds, and much more)
See a more detailed explanation of what features are included in Sodium Extra
here
.
Modpack Permissions
This is a free and open-source project; you can include it in your mod pack as long as you provide attribution!
Common Questions
Do I need Sodium installed for this mod to work?
You will need to download Sodium for this mod to work.
Can I re-host/upload this mod somewhere else?
Yes, as long as you provide the mod source code. Preferably if you message/ask me for permission about it first.
Will you add x features to this mod?
No, unless I explicitly state that I will.
The fastest and most compatible rendering optimization mod for Minecraft
This mod is the result of thousands of hours of development, and is made possible thanks to players like you.
If you would like to show a token of your appreciation for my work, and help support the development of Sodium in the process, then consider
buying me a coffee
.
Sodium is a powerful rendering engine and optimization mod for Minecraft 1.16+ which greatly improves performance and graphical quality. It boasts wide compatibility with the Fabric mod ecosystem when compared to other rendering-focused mods, and it does so without compromising on how the game looks, giving you that authentic block game feel.
📥 Installation Guide
Please make sure you read the
Driver Compatibility
section on our wiki before you install Sodium. It contains important instructions on how to prevent crashes and other performance problems.
Sodium is a Fabric mod, which means it requires the
Fabric Loader
. If you are using a third-party launcher, it probably has built-in functionality to automatically install mod loaders. Once you have installed Fabric Loader, you can simply place Sodium into your
mods folder
like anything else.
Some other mods (notably those which require Fabric API) may also require that
Indium
is installed alongside Sodium.
Not sure if you installed the mod correctly?
Check your
Video Settings
screen in Minecraft, which should show our new and improved user interface for changing settings.
Not sure how to configure the mod?
Don't worry, you probably don't need to. By default, Sodium will enable all optimizations which are supported on your system, giving you the best experience possible. You should generally only change video settings related to performance and other advanced features if you are experiencing issues.
Need even more performance?
By design, Sodium only optimizes the rendering code of Minecraft. You should also install our other mods, such as
Lithium
(for MC 1.15+) and
Phosphor
(for MC <1.19), to optimize the other parts of your game. This is done so that players can pick and choose which mods they want to use, but we generally recommend using
our entire collection
.
✅ Hardware Compatibility
We only support graphics cards which have up-to-date drivers that are compatible with OpenGL 4.6. Most graphics cards released in the past 12 years are compatible. This includes the following hardware:
INTEL HD Graphics 500 Series (Skylake) or newer
NVIDIA GeForce 400 Series (Fermi) or newer
AMD Radeon HD 7000 Series (GCN 1) or newer
In some cases, older graphics cards may also work (so long as they have up-to-date drivers which have support for OpenGL 3.3), but they are not officially supported, and may not be compatible with future versions of Sodium.
Android devices which use OpenGL translation layers (such as GL4ES, ANGLE, etc) are not supported and will very likely not work with Sodium. These translation layers do not implement required functionality and they suffer from underlying driver bugs which cannot be worked around.
If you are running into problems, you should make sure that your graphics drivers are up-to-date. Out-of-date graphics drivers are often the reason for most crashes, rendering bugs, and performance issues.
🐛 How to Report Issues
Please use the
issue tracker
linked at the top of the page to report bugs, crashes, and other issues. Make sure you include information about the mods you are using, and attach any crash/log files you have.
❓ Frequently Asked Questions
We have a short wiki with some of the most frequently asked questions
here
. More likely than not, your question already has an answer here.
⚙️ Technical details
So, how exactly does Sodium work? We obviously cannot just say that the game is magically faster without providing some kind of explanation. The following list tries to cover some of the most significant changes which are responsible for our performance improvements, but it's not complete or exhaustive of everything Sodium does.
We replace all of Minecraft's world rendering code with our own implementation that is built upon modern rendering techniques. For chunk rendering, we make use of
geometry batching
and
draw pass consolidation
, which greatly reduces the amount of CPU overhead involved in rendering the world. Sodium isn't just an optimization mod... it's more like a rendering engine.
We use a much more compact format for world geometry, which allows for up to a ~40% reduction in the amount of video memory used by chunks. Additionally, we make use of a second culling pass to eliminate geometry which is facing away from the camera (but still within the camera's view) so that the GPU does not need to process hidden geometry. Together, these optimizations reduce video memory bandwidth requirements significantly, which is one of the game's biggest bottlenecks.
We use a fully-rewritten system for generating chunk geometry, including the biome colorization, lighting, and shading passes. This is often much faster than the vanilla code, which helps to make chunk loading faster and less CPU-intensive. (
before
,
after
)
We use a custom threading implementation which ensures chunk updates are better able to take advantage of multi-core CPUs, which greatly reduces the lag spikes that are caused by placing/breaking blocks. (
before
,
after
)
We've written many optimizations for vertex building and transformation, which helps to speed up immediate-mode rendering. This noticeably improves performance in heavy scenes, such as when many entities are visible.
We've made numerous improvements to how the game manages memory and allocates objects, which in turn reduces memory consumption and lag spikes caused by garbage collector activity.
Animated textures which are not visible in the world are not updated, speeding up texture updating on most hardware (especially AMD cards.)
Many people are used to performance optimization meaning that the game will look worse, but in our case, we actually improve the graphical fidelity of Minecraft in most situations.
Biome colors for blocks and fluids are smoothed across block faces, providing greatly improved graphical quality that is significantly less computationally intensive. (
comparison
)
Smooth lighting now works correctly on fluids and other special blocks (
comparison
) We also fix a number of graphical issues with block shading (
comparison
) which helps to make everything look smoother.
A minecraft mod that adds new bosses and legendary weapons
Features
Welcome to Soulslike Weaponry, a mod that adds over 40+ legendary weapons and multiple bosses to fight.
This mod aims to add more endgame content to Minecraft, namely legendary weapons with unique effects and challenging boss fights. When you kill bosses in this mod adds or the vanilla ones, namely the Wither or Ender Dragon, they will now drop a Lord Soul item, which you can use to craft most of the legendary weapons this mod adds. The mod is highly configurable through the config file. You can change everything from boss health, damage to weapon damage and ability cooldowns.
The weapons come from many different places, ranging from Norse mythology, the imagination, or other game titles. A list of all the weapons added can be found
in the wiki
, some of them include:
- Bloodthirster, Comet Spear and the Darkin Blade from League of Legends
- Moonlight Short/Greatsword, Dragonslayer Swordspear and Forlorn Scythe from Dark Souls
- Blunderbuss, Gatling Gun, Whirligig Sawblade and Hunter Cannon from Bloodborne
- Sword of Freyr, Mjölnir and Skofnung from Norse Mythology
- and more!
The mod also includes a parry mechanic with the shields and a posture meter that applies Posture Break effect on the target when filled. Guns and the Stagger enchant applies posture loss that fills this meter.
The Decaying King lives in the throne room of the demon city, the last remains of the ancient civilization from the nether after the entire civilization collapsed into the lava sea. This cursed monstrosity wields The Darkin Blade, and has many deadly attacks to look out for. Killing it makes it drop the Darkin Blade, a Lord Soul and the Withered Demon Heart.
Old Champion's Remains
A boss living in the Old Champion's Graves, this skeleton figure has been possessed by another being, namely The Frenzied Shade. The Old Champion will switch between a defensive state behind his shield and an aggressive state by relentlessly swinging at you with his sword. After killing the Old Champion, it will drop the Draugr sword, and the Frenzied Shade will emerge. This creature is the one possessing the Lord Soul, so make sure to stay alert when killing the Old Champion!
The Returning Knight
The Returning Knight is a slow, but hard hitting boss with a few attacks up his sleeve. First of all, all projectiles around him will have no effect on him, and will rather be reflected back in the direction they came from, so be careful with that Hunter Cannon! At half health, he will use his last forces of moonlight to be Unbreakable, slamming his arm on his chest, gaining Resistance. After killing The Returning Knight, he will drop moonstone, Nightfall, a Lord Soul and the Arkenstone.
Fallen Icon
By using the Essence of Eventide on the Old Moon Altar, you will return the true essence back to it's original body. This will result in the summoning of the Fallen Icon, a fierce empowered version of the Returning Knight with a fast and dangerous second phase. When summoned, Unbreakable will be used right away, affecting all nearby players with Weakness, Nausea and Slowness. The boss does not get any bonus Resistance unlike Returning Knight, and since the true soul has been returned to the vessel, some of the dark power has been slightly suppressed, making the boss unable to reflect projectiles, but it is still immune to them! Upon it's death, the Arkenstone will shatter, and it will instead drop the Essence of Luminescence, the crafting recipe for creating the Pure Moonlight Greatsword.
Monarch of Chaos
The Monarch of Chaos is a powerful mage wielding the accursed wand, the Withered Wabbajack. Additionally, it wears both the Crown of Chaos and the Cape of Chaos, two items that that will be dropped upon it's death with the Withered Wabbajack. It can be summoned by using the Shard of Uncertainty (which is dropped by the Wither) on the Blackstone Pedestal block. The Monarch of Chaos is a fast attacking and chaotic boss, hence it's name, having it's attack cooldown reduced lower and lower based on it's missing health. Thanks to the Cape of Chaos, it turns all Grass Blocks around it into Withered Grass Blocks, which will continuously inflict the Decay status effect on all entities standing on them. On non-player entities, they will also take high Wither damage, while players will have their armor quickly deteriorate and fall apart, meanwhile thanks to the Crown of Chaos, the boss itself will heal small amounts on this zone.
Day Stalker & Night Prowler
A fierce duo boss representing day and night. They are both empowered based on whether it is daytime or nighttime, and will each switch between flying above the target and being on the ground. Upon killing one of them, the other will become empowered, entering a challenging phase two.
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What does spark do?
spark is made up of three separate components:
CPU Profiler
: Diagnose performance issues.
Memory Inspection
: Diagnose memory issues.
Server Health Reporting
: Keep track of overall server health.
⚡ CPU Profiler
spark's profiler can be used to diagnose performance issues: "lag", low tick rate, high CPU usage, etc.
It is:
Lightweight
- can be ran in production with minimal impact.
Easy to use
- no configuration or setup necessary, just install the plugin.
Quick to produce results
- running for just ~30 seconds is enough to produce useful insights into problematic areas for performance.
Customisable
- can be tuned to target specific threads, sample at a specific interval, record only "laggy" periods, etc
Highly readable
- simple tree structure lends itself to easy analysis and interpretation. The viewer can also apply deobfuscation mappings.
It works by sampling statistical data about the systems activity, and constructing a call graph based on this data. The call graph is then displayed in an online viewer for further analysis by the user.
There are two different profiler engines:
* Native
AsyncGetCallTrace
+
perf_events
- uses
async-profiler
(
only available on Linux x86_64 systems
)
* Built-in Java
ThreadMXBean
- an improved version of the popular
WarmRoast profiler
by sk89q.
⚡ Memory Inspection
spark includes a number of tools which are useful for diagnosing memory issues with a server.
Heap Summary
- take & analyse a basic snapshot of the servers memory
A simple view of the JVM's heap, see memory usage and instance counts for each class
Not intended to be a full replacement of proper memory analysis tools. (see below)
Heap Dump
- take a full (HPROF) snapshot of the servers memory
Dumps (& optionally compresses) a full snapshot of JVM's heap.
This snapshot can then be inspected using conventional analysis tools.
GC Monitoring
- monitor garbage collection activity on the server
Allows the user to relate GC activity to game server hangs, and easily see how long they are taking & how much memory is being free'd.
Observe frequency/duration of young/old generation garbage collections to inform which GC tuning flags to use
⚡ Server Health Reporting
spark can report a number of metrics summarising the servers overall health.
These metrics include:
TPS
- ticks per second, to a more accurate degree indicated by the /tps command
Tick Durations
- how long each tick is taking (min, max and average)
CPU Usage
- how much of the CPU is being used by the server process, and by the overall system
Memory Usage
- how much memory is being used by the process
Disk Usage
- how much disk space is free/being used by the system
As well as providing tick rate averages, spark can also
monitor individual ticks
- sending a report whenever a single tick's duration exceeds a certain threshold. This can be used to identify trends and the nature of performance issues, relative to other system or game events.
Usage
To install, just add the
.jar
file to your mods directory.
This library introduces new Entity Attributes for powering magical abilities, for the following magic types (schools):
🔮 Arcane
🔥 Fire
❄️ Frost
💚 Healing
⚡️ Lightning
👻 Soul
(Note: the design intent is to stay native to Minecraft, but establish Warcraft like magic schools. So no classic 4 element schools are implemented, besides fire.)
The library offers an API to query spell damage of an entity (based on its attributes, status effects, enchantments), and provides critical strike chance and multiplier. Critical striking is completely rng based, powered by secondary attributes.
📦 Content
Entity Attributes:
Spell Power, one for each specific magic school (for example:
spell_power:fire
)
API Library for automagically generating Resource files and injecting them as a Resource Pack
Description
SpoornPacks
is an
API Library mod
for the Minecraft Fabric mod loader that adds simple-to-use APIs for automagically generating resource asset and data files, and injects them into the game as a mock Resource Pack. This allows mod creators to create their resources entirely in code with very succinct APIs, while still allowing overriding via your own Resource files.
The goal of this mod is to simplify resource creation (i.e. blocks, items, structures, features, etc.) as much as possible for the majority of use cases, while being extensible to more complex ones. The typical process for adding a block or item involves several Json files with oftentimes rather cryptic contents, and injecting into various Minecraft registries, methods, classes, etc. This API Library removes all that overhead for the mod creator and turns it into a single one-line Java call, simple datagen
Rewrites the light engine to fix lighting performance and lighting errors
Starlight
Fabric mod for rewriting the light engine to fix lighting performance and lighting errors.
Future updates past 1.20
Please see: https://gist.github.com/Spottedleaf/6cc1acdd03a9b7ac34699bf5e8f1b85c
This project will not receive further updates for the foreseeable future.
Compatibility
Starlight can be installed either on the dedicated server or client. It is
not
required to be installed on both sides.
If you have Starlight on the server, clients can use Vanilla/Phosphor/Starlight to connect. Likewise, if you have Starlight on
the client, you can connect to Vanilla/Phosphor/Starlight servers.
Starlight cannot be installed
with
Phosphor, they are completely incompatible.
Browsing through
Starlight's Issue Tracker
will show
further mod incompatibilities. Starlight is a rather destructive light engine rewrite, so it should be
expected to break mods more often.
Purpose
Starlight was developed for higher scale dedicated servers, as they suffered performance problems due to how ungodly slow the
light engine was. The only solution was to create an extremely invasive mod which rewrote the entire light engine.
I ported the mod to fabric so that I can update it during snapshots, and decided that publishing it for
all users, especially client users, would be beneficial. However, it does have the downside of being an invasive mod:
Being invasive didn't affect higher scale servers because they run on Bukkit.
Further reading on the technical details of how Starlight achieves its performance
can be read here:
TECHNICAL_DETAILS.md
Performance for 1.20:
Here are a few graphs showing performance in 2 areas on: Block editing at high y-levels, and normal block light updates:
~~Light engine time chunk generation Graph~~ has been removed as a benchmark as it is invalid for 1.20. Starlight and Vanilla are close enough on 1.20 that
this test is also useless.
Performance for 1.19.4 and below:
Here are a few graphs showing performance in 3 critical areas: Chunk generation, Block editing at high y-levels, and normal block light updates:
📦 Give all new players joining the world configurable starter gear, items and/or potion effects. It can overwrite the initial inventory, or add the items after. Compatible with FTB Team Islands.
This mod is part of
The Vanilla Experience
modpack and
Serilum's Customization Bundle
mod.
Starter Kit is a mod which allows players who join a world for the first time to receive items set in a config file. It's possible to set items to any specific slot in the inventory, to the offhand and to the armour slots. The mod can detect which players have never joined before. If another mod adds items, such as guide books, they can either be removed completely or added after the kit has been set. This is configurable via the
addExistingItemsAfterKitSet
config option.
Can be used in a server for all new players or in singleplayer to start off with a default inventory of your choosing. There is also optional support for FTB's Team Island mod after the create island command.
The mod can be used
server-side only
. If you want players to be able to use the "Choose Kit GUI", it has to be installed on the client as well. Alternatively, they can choose kits via server commands.
Features:
• A guide here in the description. Difficulty ranging from
Simple
,
Intermediate
and
Advanced
.
• Give players joining the world for the first time custom starter items and/or potion effects.
• Support for multiple kits. Can be given randomly or chosen by the player.
• There is custom tracking to determine who are new players, compatible with existing worlds.
• Lots of commands! For creating, adding, managing and choosing starter kits.
• If installed on the client, kits can be chosen via a custom GUI screen. If not, commands can be used.
• Add descriptions to your kits. RPG modpack, anyone?
• Remove other modded starter items, such as guide books. Or add them after the starter kit.
Configurable:
( how do I configure? )
randomizeMultipleKitsToggle
(default = true): When multiple starter kits are added via /starterkit add, there are two ways to distribute them. With this enabled, one is chosen at random. When disabled, players can choose one on first join.
addExistingItemsAfterKitSet
(default = true): Whether items that existed in the inventory, such as books added by other mods, should be added back to the inventory after the kit was set. If disabled, they'll be removed. You can still manually set them via the kit.
usePotionEffectsInStarterKit
(default = true): If potion/mob effect functionality should be enabled. This means that when creating a kit via /sk (add/set), it also saves the active effects the player has. And when handing out the starter kits, it adds the effects to new players.
formatKitNames
(default = true): If kit names should be formatted. Each word will be capitalized.
chooseKitScreenHeader
(default = "%s, you can choose a starter kit!"): The text used above the kit choice screen, or if the mod is not installed in the chat. %s will be replaced with the player's name.
announcePlayerKitChoiceInDedicatedServer
(default = true): Whether an announcement should be broadcasted to the server whenever a new player makes a kit choice. 'randomizeMultipleKitsToggle' must be disabled, and there must be at least 2 starter kits available.
enableFTBIslandCreateCompatibility
(default = true): Whether the starter kit should be re-set after the '/ftbteamislands create' command from FTB Team Islands. Does nothing when it's not installed.
Commands:
Both '/starterkit' and '/sk' can be used.
Admin Commands:
/sk add (kit_name)
-
Adds your current inventory to the active kits.
/sk set (kit_name)
-
Sets your current inventory as the only active kit.
/sk give <player> (kit_name)
-
Give a player a random (or specific) starter kit.
/sk activate <kit_name>/_all
-
Moves kit_name or all kits from inactive to active.
/sk deactivate <kit_name>/_all
-
Moves kit_name or all kits from active to inactive.
/sk list (inactive)
-
Lists all active (or inactive) kits.
/sk reset
-
Resets all tracking. Players receive another kit on join.
/sk reload
-
Reloads starter kit changes from the config folder.
User Commands:
/sk choose <kit_name>
-
Allows players to choose a starter kit via commands. This is only needed when Starter Kit is not installed on the client and the server enabled kit choices.
/sk info <kit_name>
-
Shows the description and items of kit_name.
/sk help
-
Shows the Starter Kit commands in-game.
Usage Guide:
The mod can be configured in many different ways. To keep a better overview, I've divided the difficulty into three different sections.
Simple
,
Intermediate
and
Advanced
.
Simple:
Set a custom starter kit. Add/Remove starter items from other mods. And giving players a starter kit via commands.
Intermediate:
Add an extra starter kit. Deactivate a kit via commands. Add a starter kit with potion effects, and setting the level and duration.
Advanced:
Make players choose a kit on first join. Move the inactive default kits to active. Show the choose kit GUI screen. Create a starter kit with a custom description.
Section 1:
Simple
This is the default starter kit, which will be given when the mod is installed without any configuration:
You can set your own starter kit by using the '
/starterkit set (kit_name)
' (or '
/sk set (kit_name)
') command. The kit name is optional.
After using this command, all other active starter kits are moved to the inactive folder.
Here you can see the new starter kit data file that was created with the previous command. It's located in '
./config/starterkit/kits/
':
That's it! All new players will now receive the "
Upgraded
" kit when they first join the world:
Inside the config file, located at '
./config/starterkit.json5
', you can choose whether or not other modded starter items should be removed or given after the kit.
Examples of these modded starter items are guide books.
To give other players (or yourself) a starter kit manually, you can use the '
/starterkit give <player> (kit_name)
' command.
The kit_name argument is optional, if left out:
If the mod is configured via intermediate, a kit may be given randomly.
If the mod is configured via advanced, the kit choice screen may be shown.
Section 2:
Intermediate
You can add another active kit by using the '
/starterkit add (kit_name)
' command.
With the default configuration, this means that new players will now randomly receive the "
Default
" or "
No Bread
" starter kit.
To see all active starter kits, use the '
/starterkit list
' command. To see inactive starter kits, use '
/starterkit list inactive
':
To disable an active kit, use '
/starterkit deactivate <kit_name>
'. This moves it to the '
./config/starterkit/kits/inactive/
' folder.
The mod can also give potion effects alongside the starter kit! Make sure '
usePotionEffectsInStarterKit
' is enabled in the config.
Then, just make sure to have the potion effect enabled, and use the '
/starterkit set
' or '
/starterkit add
' command.
The effect duration will be set to what the player has exactly now, but we will round that up in a later step.
For this example, I've given the player the speed potion effect. This was active when using the previous command:
Locate and open the kit we've just created. The path is '
./config/starterkit/kits/Speed_Kit.txt
':
This is the data file for the "
Speed Kit
" kit. It contains the items the player will receive and at the bottom what effects will be given to the player.
When a kit is created without active effects, that line will be empty. Otherwise it copies the exact level and duration.
In case of this example, it contains a reference to the Speed effect. It's
lvl 1
with a duration of
3341 ticks
, which equals 167 seconds.
20 ticks = 1 second
.
I'm going to change the effect a player will receive to
Speed level 5
, with a duration of
5 minutes
. 6000 ticks = 300 seconds = 5 minutes:
You can reload any changes you've made to files inside '
./config/starterkit/
' via the '
/starterkit reload
' command:
That's it! Whenever a player first joins a world, they will now receive the "
Speed Kit
" kit. Which contains a few standard items and the
Speed V
effect, with a duration of
5 minutes
:
Show Spoiler
Section 3:
Advanced
Starter Kit also contains a custom kit choosing screen! Here's an example of what it looks like with the "
Default
" kit.
In this section we'll enable this, create a kit and add a description for it.
Disable the "
Randomize Multiple Kits Toggle
" inside the config. Remember, it's located inside '
./config/starterkit.json5
'. You can also use the in-game config editor for this:
There are some default kits located inside the '
./config/starterkit/kits/inactive/
' folder. Let's enable those for this example.
Use the '
/starterkit activate _all
' command to activate all inactive kits.
You can use the '
/starterkit list
' command to see which kits are currently active:
Since everything contains default values, you can immediately see it working! Load a new world, and you'll be shown the choose kit screen:
Show Spoiler
Let's add our own custom kit, and see how the descriptions work.
Start off with an inventory of your choosing, and use the '
/starterkit add
' command.
I'm calling it "
Pumpkin
".
All kit descriptions are saved inside '
./config/descriptions/
'. These are automatically created whenever you create or add a kit.
Open the description file with the kit name you've just set. In my case, the file is '
./config/descriptions/Pumpkin.txt
'.
This is the default description content for any newly created kit.
The description is used for the
choose kit screen
, and the '
/starterkit info <kit_name>
' command.
Change the description to whatever you'd like! There isn't a size limit, but any overflow will be hidden. So make sure it's not too long:
To reload the changes we've made to the description file, use the '
/starterkit reload
' command:
That's it! The description will now be visible on the choose kit screen:
Click on the "
Choose Starter Kit
" button, and receive the selected kit:
Starter Kit can automatically detect if the mod has been installed on the client.
There is support for server-side only use. In that case, players can choose a kit via commands.
Whenever the server doesn't get a response from the client, meaning the mod isn't installed, the following message is sent on first join:
Players can use the '
/starterkit info <kit_name>
' command to see which items are included in the starter kit:
A kit can be chosen with the '
/starterkit choose <kit_name>
' command:
------------------
You may freely use this mod in any modpack, as long as the download remains hosted within the Modrinth ecosystem.
Serilum.com
contains an overview and more information on all mods available.
Comments are disabled as I'm unable to keep track of all the separate pages on each mod.
For issues, ideas, suggestions or anything else there is the
Github repo
. Thanks!
Explore almost 100 new biomes consisting of both realism and light fantasy, using just Vanilla blocks. Complete with several immersive structures to compliment the overhauled terrain.
Terralith
Terralith takes Minecraft's 1.18 massive world generation overhaul, and turns it up to eleven.
Notes
Terralith is
technically
compatible with William Wyther's Overhauled Overworld, Biomes O' Plenty, and Oh The Biomes You'll Go; but it requires Terrablender, which screws with the biome distribution
Terralith adds over 95 brand new biomes, as well as updating almost every vanilla biome with new and improved features. There are also new terrain types: canyons, shattered biomes, floating islands, deep ocean trenches, and much, much more.
Yellowstone
is one of Terralith's staple biomes - a simple and beautiful landscape, based on the real life US National Park. Among the list of realistic biomes are
Yosemite Cliffs
,
Shield
, and many more depending on what you're looking for in a biome.
Highlands
and its variants offer a flat surface to create on - builders can imagine anything from huge mega cities to small simple cottages. Adventurers can explore the breath-taking
Volcanic Peaks
and discover the beautiful
Desert Oases
.
While realistic biomes can remind us of the beautiful planet we live on, Terralith offers a plunge into the world of fantasy as well. Adventurers can wander through the purple and mystical
Moonlight Grove
and
Amethyst Rainforest
, or climb the unforgiving cliffs of the
Scarlet Mountains
. If determined, sailers can find the mysterious
Mirage Isles
, or even the elusive and nostalgic
Alpha Islands
. Terralith encourages imagination to run wild here.
If you feel the surface is too face, have no fear - custom caves lurk beneath your feet! Similar to Minecraft's Lush Cave, the
Underground Jungle
is full of foliage, and rarely some old abandoned houses. Other caves, like
Infested
and
Fungal Caves
are overgrown with spiders and fungi! If you dig super deep, you could stumble upon a sister to the Deep Dark: the
Frostfire Caves
are dangerous and menacing. Beware!
Structures
To tie all of Terralith's magnificent biomes together are it's structures. The ominous tall
Spire
pierces the sky in the iciest biomes. Rarely, you can find
Fortified Villages
in the plains and desert - the villagers have progressed quite far as a society! Finally, if you find yourself lost at night, cold and hungry, you might stumble into the warm protection of the simple Glacial Hut.
A mod that adds structures, mobs, bosses and blocks themed aroung the graveyard.
The Graveyard adds new spooky biomes, structures, mobs and blocks to make your minecraft adventure more thrilling and challenging.
Every structure, mob and biome was built with a lot of attention to detail to create an immersive experience for you.
Structures
Haunted House: uncover the secrets of this run down house.
Small Grave: a final resting place encountered frequently while exploring.
Small Graveyard: a cemetery that comes in multiple variants.
Medium Graveyard: a quite large cemetery in the woods surrounding a minecraft temple. It holds a lot to explore and to gather, but nothing comes without a risk. Especially at night.
Mushroom Grave: an overgrown grave, spawning in swamps, jungles and mushroom islands.
Memorial Birch Tree: an imposing tree found in birch forests.
Large Graveyard: an immense jigsaw structure generating in forests. But be warned - it is full of dangers.
Crypt: an expansive labyrinth, full of traps, loot and dangers, hidden in the depths.
Boss - Corrupted Champion
The Corrupted Champion is the entombed remnant of an unknown hero, fallen into corruption. Its power arise from its bone staff, which was crafted from the bones of its innocent victims. With its power, the lich can controll the minds of its enemies and turn peaceful beings into abominations fighting along its side. But beware. Even if you manage to drain the staff's corruption, the fight isn't over.
Phases:
Spell phase abilities: Bone Vortex Attack, Skull Cast Attack, Levitation Spell, Falling Corpses Spell, Summon Minions Spell, Labyrinth Heal Attack.
Hunt phase abilities: Darkness encases the player while the Lich hunts its prey. Don't let it come to close.
Deformation phase.
How to summon the Corrupted Champion:
Collect the three bone staff pieces (Ominous Bone Staff Fragment) from the Ruins structure. Every Ruin has a unique fragment (upper, middle and lower bone staff fragment).
Obtain a bone dagger from an Acolyte, or craft it yourself.
Hold a glass bottle in your offhand and start killing villager with the bone dagger. You'll get a Vial of Blood. Fill the vial to the limit.
Find the Lich Prison structure, a large floating island above the oceans.
Wait until it is night, place the bone staff pieces (from upper to lower) on the dark corrupted deepslate blocks in front of the altar (they should fairly stand out).
Pour the Vial of Blood into the altar.
Voilà, you unleashed pure evil into the world, probably causing the death of thousands of innocent people and very likely your own.
Mobs
Skeleton Creeper: a faster undead variant of the creeper. It may has lost his destructive powers, but its haunting appearance will blind you.
Acolyte: a darker representative of the illager family. If he'll find you, your bones will serve him as a new weapon.
Reaper: Ghosts? Here, in a spooky graveyard mod? No... The reaper takes this place.
Ghoul: a deformed revenant, hold together only by his rage on the living.
Revenant: the animated remains of a once human being.
Nightmare: a deformed creature that moves quicker than it seems. Better stay away and never look at it.
Wraith: haunting those who dare to desecrate its coffin.
Corrupted Illager: a fast undead version of the illagers.
Blocks and Items
Corruption: ↸ᔑ∷ꖌ ᔑリ↸ ᒷ⍊╎ꖎ ᒲᔑℸ ̣ ℸ ̣ ᒷ∷
Sarcophagus: a final resting place now turned into storage space.
Coffin: a final wooden resting place in all wood variants.
Glazed Urn: a beautiful ornated urn, that serves as storage.
Small Urn: a simple urn, that serves as storage.
Fire Brazier: a dark cryptic iron bowl, displaying soul flames or flames when ignited.
Dark Iron Ingot: an ashen version of iron
Dark Iron Block: decorative steel-like block
Dark Iron Door/Trapdoor: dark version of the iron door and trapdoor, but no need for redstone to open them.
Dark Iron Bars: like vanilla iron bars, but dark and matching the theme.
Skeletons: a fragile decoration block in many different forms that can be found in graveyard structures.
Gravestone: edit the gravestone to create a memorial for your lost minecraft dog or horse.
Ceramics: vases to decorate the graveyards (not craftable).
Bone Dagger: crafted with bones, this weapon is used in dark rituals. It may also be useful for breaking glass.
Tiered is a Fabric mod inspired by Quality Tools. Every tool and armor piece you make will have a special modifier, which provides additional stat bonuses and abilities.
This mod is originally made by Draylar and this is a fork with additions with permissions to publish it.
Reforge Gear
Reforge your gear at the anvil for a better item tier. Reforging increases the luck for getting better item tiers.
Left Slot: Tiering Item Material (if non exist, default flint (Tag: tiered:reforge_base_item))
Middle Slot: Tiering Item
Right Slot: Amethyst Shard (Tag: tiered:reforge_addition)
This mod is developed for Fabric.
There are no plans to develop a Forge version.
Modpack Permission:
Feel free to use it in any modpacks.
Former structure of End Remastered, The Lost Castle introduces an enormous castle. Inside resides infinite fortune and mysteries from a long forgotten civilization that disappeared a long time ago...
Former structure of End Remastered, The Lost Castle introduces an enormous castle that you'll be able to find with the help of a map given by a journeyman cartographer. Inside resides infinite fortune and mysteries from a long forgotten civilization that disappeared a long time ago and is now eagerly guarded by illagers that won't give up on their fortune even if it means the end of them, or the end of you...
*Note that the castle is pretty rare and can spawn multiple thousands of blocks away from spawn.
We always try to be aware of issues in our mods, if you experience a bug while playing, please report it in the comments or the "Issues" section to help us keep the experience fun and enjoyable for all players.
CLICK HERE
to join our discord server to speak, chat, report problems or talk with us :)
Removes the "moved too quickly" warning and rubber-banding.
Only required on the sever side.
Removes the server-side limitations on player speed that result in "player XYZ moved too fast" messages in the console and rubber-banding.
Code primarily derived from Random Patches's speed limits, which is MIT licensed and thus license-compatible. However, there is practically no other way to do this:
Source
Conflicts with Random Patches. Do not bother installing this if you've installed Random Patches.
A data-driven accessory mod for Minecraft using Fabric.
About
Trinkets adds a slot group and slot system to Minecraft. Slot groups are collections of slots for a certain body part or more vague area. By default there are 6 slot groups (head, chest, legs, feet, offhand, hand) that can have slots added to them, but more groups can be added if desired. Trinkets' UI is intuitive to use, accessible, and attempts to do away with clutter. Its system means that you'll never have a slot that's not used for anything, as mods request the slots they want.
For basic tutorials and comprehensive documentation, visit this project's
wiki
.
Mod enhancing empty looking waters with colorful blooming lilypads and adds Valentine's day thematic decorations.
Use JEI for compatiblity
requires fabric API for fabric versions
About:
Mod enhancing empty looking waters with colorful blooming lilypads and adds Valentine's day thematic decorations.
Lilypads spawn in certain waters according to colors. Light colored lilypads (pink, lilac) spawn in rivers,
bright colored lilypads (blue, magenta, tropical red) enhance swampy waters and white lilypads enrich icy frozen rivers.
All other blocks and items included are craftable using vanilla resources in the game.
More informations and performance tips, as well as all recipes are avaiable here:
VALENTINE'S BLESSING
If your world map was already generated, lilypads will spawn in newly generated chunks, simply generate new places by exploring your world.
When placing a lilypad, make sure there is no sea grass right underneath it.
Few examples of models included:
Large wedding style cakes
Roses wall decorations in multiple colors
Enchanted love cookie with healing properties
Tip1: if you'd like to build decorative fence around your base from roses, use random blocks to form your desired shape,
place your wall decorations and then destroy the blocks. Putting roses on leaves to create garden shrubs or shrubfence also looks decent.
Tip 2: Collect roses.
You can also check out my other mods:
Enjoy!
Common topics:
Please DO NOT DISTRIBUTE, re-uploading this to other websites is NOT ALLOWED
Gliders: essential for traversing terrain and preventing falls
Gliders
Welcome to the world of Gliders!
Gliders are the first mod in a vanilla-friendly mod pack designed to enhance the adventure and exploration aspect of Minecraft. These gliders can be crafted from basic materials like wood, iron, and gold, as well as more advanced materials like diamond and netherite. They were introduced to prevent players from rushing to The End to get Elytra.
A good player/server experience was the main focus while designing these Gliders. They were created to be a balanced item, not feeling as overpowered as elytra but with several upgrades to stop the need to rush to go get wings. These gliders will help you navigate the world, explore caves, and prevent falling off cliffs.
With countless hours of development, this excellent early to mid-game alternative to the Elytra offers an immersive single and multiplayer experience, including first and third-person animations designed to enhance the player's Minecraft experience. Try it out and glide through the skies of Minecraft!
Features
Tiers
When it comes to Gliders, you have a variety of options to choose from. You can opt for a wooden glider, which is perfect if you're just starting out and want to get a feel for gliding. If you're looking for something that's more durable, you might want to consider an Iron or Gold Glider. If you're willing to splurge, then Diamond Gliders are a great choice as they are very durable and offer a significant increase in flight time. And for those who want the ultimate gliding experience, Netherite Gliders are the way to go. These gliders are incredibly durable and offer the longest flight time of all the Glider tiers.
To craft a Glider, you'll need to start by creating reinforced paper, a new type of paper that is used in the construction of these amazing flying machines. Reinforced paper is a unique material that is made by combining conventional paper with other materials such as leather, iron, gold, diamond, or netherite scrap depending on the desired strength of the glider. The crafting process is relatively straightforward and involves combining standard paper with the appropriate materials in a crafting table. Once you have the reinforced paper, you can then use it to craft the glider of your choice.
Updrafts
When utilizing gliders in Minecraft, it's important to note that fire and magma are not typically friendly elements. However, there is a way to utilize these elements to your advantage. By using a Glider, you'll notice wind particles emanating from heat sources. These updrafts of heat can provide you with a substantial boost in height, allowing you to glide over treacherous terrain with ease. However, it's essential to exercise caution when using gliders in other HOT dimensions, as the conditions may be too intense for the glider to handle without the proper upgrades.
The Right Kind Of Charge
When using Glider, it is important to keep a few things in mind. Gliders are made using metal components, and unfortunately, when flying in an open space in the rain, it means you are a prime target for lightning. Therefore, it is not advised to fly in the rain or during a storm. If you want to risk it, you may hear the glider start tingling with a static charge until you are inevitably struck by lighting, dropping you out of the sky and probably breaking your glider. Thankfully, you may be able to replace the metal on your Glider and pared with curtain crystals there may be a modification that can turn the lightning into a useful upgrade instead of a pesky nuisance.
Glider Repair
When using a glider, it's important to be cautious and aware of its delicate structure and using the Glider incorrectly may break it. But don't worry, there is still hope for your beloved Glider. To repair it, you can use a new piece of reinforced paper that matches the material of the original Glider.
To start the repair process, use a smithing table and use the damaged Glider along with the newly crafted reinforced paper to repair it. But be careful and use the Glider in moderation, as even with upgrades, if its durability eventually reaches zero, it will be lost forever.
Upgrades
Glider technology has come a long way, with many upgrades available to extend the life of this amazing invention before moving on to the Elytra. These upgrades are designed to allow glider users to explore new environments and terrains that were once impossible to navigate. With these upgrades, the glider becomes a more versatile tool for everyday adventuring. In addition, you can enchant your glider with Mending and Unbreaking enchantments to ensure it lasts as long as possible. With all these upgrades and enchantments, your glider will become an indispensable companion on all your adventures.
Perspective Changes
If you're using gliders in Minecraft, you may find that certain situations are easier to navigate in F5 mode. With this in mind, we've added a new feature that allows you to toggle your camera to switch to F5 mode when using a glider.
This feature is especially useful when you're trying to explore new environments. Gliding with a glider can be a lot of fun and very cinematic, but it can also be challenging to get the right perspective when you're trying to dodge obstacles or maneuver through tight spaces. By switching to F5 mode, you'll be able to see everything around you more clearly, which will make it easier to avoid obstacles and stay on course.
To activate this feature, simply go to the Controls panel within the Minecraft pause menu and look for the Glider Perspective option. Once you've found it, you can toggle it on or off depending on your preferences. This feature is currently turned off by default, but it worth trying to see what you prefer, If you're new to gliding, you may want to leave this feature turned off until you get more comfortable with the basics of gliding. However, if you're an experienced glider pilot, you may find that this feature is a must-have for your adventures.
Pause > Options > Controls > Glider Perspective
Compatibility
One of the best things about these gliders is their compatibility with other mods like Create and Curios. Gliders are stylized to work well with the Create Mod . Create is a mod that allows players to build complex contraptions and machinery using gears, belts, and other components. The Glider mod is designed to work seamlessly with Create, allowing players to incorporate gliders into their machinery and contraptions. This means that players can use their gliders in a variety of ways, such as creating glider launchers or incorporating them into their transportation systems.
In addition, Gliders are designed to work with Curios. Curios is a mod that allows players to equip items in their inventory as accessories. This means that players can equip their Glider as an accessory, allowing them to glide through the skies without having to worry about taking up valuable inventory space like a chest pieces slot.
Overall, gliders are an excellent addition to Minecraft, providing players with a unique and exciting means of transportation. With their impressive durability and a variety of tier options available, players can customize their glider to suit their specific needs. So why not give gliders a try and soar through the skies of Minecraft today?
A lightweight, highly configurable Vein Mining enchantment for tools.
Vein Mining is a mod that adds the titular Vein Mining enchantment, which allows the enchanted tool to break matching connected blocks. The enchantment and mining logic are highly configurable, letting players and modpack developers find their preferred method of balance.
Configuration options can be found in the
config
folder as
veinmining-client.toml
,
veinmining-server.toml
, and
veinmining-common.toml
.
Please see the
wiki page
for more configuration information.
A villager extension mod, adding new villager types, trades and beautiful workstations.
VillagersPlus adds new villagers, trades and unique and beautiful workstations.
Every villager outfit, house and workstation was designed with a lot of attention to detail to create an immersive experience for you.
Datapack Support (since 1.20.1):
Add new trades to every villager profession!
Delete trades from every villager profession!
Customize trades: change the currency, the amount, the max usages or the experience gained from the!
Predefined datapacks to add new trades to VillagersPlus from other mods
Aquarium: holds up to 4 sea plants and 1 entity in a bucket.
Enchanted Basin: sneak right-click to store experience, right-click to release it.
Alchemist Table: insert gunpowder, three empty bottles and one potion. With 1/3 chance the potion will convert the three bottles to random potions. With 2/3 the table explodes, destroying its content.
Structure mod that brings an exciting twist to Minecraft by introducing hostile and unfriendly pillages, providing a thrilling contrast to the peaceful villages.
🛖 Villages & Pillages
Villages&Pillages is a structure mod that brings an exciting twist to Minecraft by introducing hostile and unfriendly pillages, providing a thrilling contrast to the peaceful villages.
The mod will receive seasonal updates, with the first season featuring the addition of Witch Villages!
🧹 Season 1: Witch Village
Explore the spine-chilling Witch Village hidden deep within swamps and mangrove biomes. Wander through mossy houses and bubbling cauldrons, navigate treacherous bogs to reveal the village's dark secrets.
⚙️ Compatibility
Villages&Pillages is designed to be fully compatible with all world generation mods, and it currently offers enhanced compatibility with the Waystones mod.
I will continue developing my mods as a hobby because I truly enjoy it. If you'd like to support me, you can do so on
Patreon
or
Ko-fi
. Your support is greatly appreciated.
Please feel free to explore my code for examples of how I've tackled and solved various challenges while developing this mod. You're welcome to incorporate code snippets into your own projects. Also feel free to use this mod in any modpack (although credit/link back to this page will be greatly appreciated).
This mod is part of
The Vanilla Experience
modpack and
Serilum's RPG Bundle
mod.
Village Spawn Point is a minimalistic mod which sets the spawn point of a new world to always be in the center of a village. The village chosen will be the one closest to x=0, z=0.
The bonus chest world generation feature is compatible. If enabled, another bonus chest will be placed around the village spawn position.
You may freely use this mod in any modpack, as long as the download remains hosted within the Modrinth ecosystem.
Serilum.com
contains an overview and more information on all mods available.
Comments are disabled as I'm unable to keep track of all the separate pages on each mod.
For issues, ideas, suggestions or anything else there is the
Github repo
. Thanks!
Vivecraft is the mod that transforms Minecraft into an exceptional VR experience in room-scale or seated play!
More info
https://www.vivecraft.org/
.
Vivecraft is a well-known VR mod that goes way back. Due to this it has some code practices that are no longer used and makes development and collaboration harder. In respons we've started to recode it using more modern methods, to stay up to date and more compatible with other mods. The result is being able to play Vivecraft on Forge, Fabric and Quilt!
In the past Vivecraft was only available on Forge. However, we have rewritten it so it can run on Fabric and Quilt as well.
Can other players see my hands/What about NONVR, VSE and VFE?
This mod also has
NONVR included
in the jar. VR Is disabled by default, and can be enabled in the Main menu.
For other players to see you hands you will need to have this mod and a serverside mod. The serverside extensions (VSE and VFE)
work
as well as fabric works with them, however you
do not need to use them
. This mod will run in NONVR mode on the server allowing you to see other peoples hands. Since 1.0.0 it is also customizable like the standalone server mods.
Does it work with MCXR?
No this is a separate mod, and does not interface with MCXR
Does it run natively on the Quest?
No, but maybe in the future.
In the meantime, there is
Questcraft
which uses a modified version of this, to make it compatible with the Oculus/Meta Quest.
What about Sodium/Iris ... Will it work?
Sodium does work.
Iris works.
Any other mod is untested. Mod compatibility is an important thing to us, however, it is not simple. For now we focus on getting it to be stable, after which, we will work on compatibility.
What about Optifine?
Since 1.0.0 Optifine is compatible with the mod, but not required
What about 1.19.0?
There is one version available for it, but it will not get any further updates.
| Icon | Description |
|:------------------------------------:|-------------------------------------------------------|
|
| You are talking |
|
| You are whispering |
|
| Player is talking |
|
| Player is whispering |
|
| Microphone muted |
|
| Voice chat disabled |
|
| Voice chat not connected
Voice chat not installed |
The GUI
You can open the voice chat GUI by pressing the
V
key.
This allows you to open the settings, group chats, mute yourself, disable the voice chat, start/stop a recording and hide all icons.
Group Chats
Group chats allow you to talk to players that are not in your vicinity.
To open the group chat interface, either press the group button in the voice chat GUI or just press the
G
key.
To create a new group, just type a name in the text field and press the button next to it.
Creating or joining a group will bring you into the group chat interface.
You will also see the heads of the group members in the top left corner of your screen.
Talking players will be outlined.
You can disable these icons by pressing the third button from the left.
Players that are not in a group will see a group icon next to your head, indicating that they can't talk to you.
You can invite players to your group chat by entering the command
/voicechat invite <playername>
.
Settings
You can access the voice chat GUI by pressing the
V
key and pressing the settings button.
This menu offers the ability to change the general voice chat volume and your microphone amplification.
In addition, there is the possibility to specify the recording and playback device.
By clicking the 'Enable microphone testing' button, you can hear your own voice and adjust the activation level of the voice activation.
Important Notes
You need to open a port on the server. This is port
24454
UDP
by default.
Without opening this port, the voice chat will not work.
This port can be changed in the server config.
More information
here
.
The voice chat is encrypted, but we don't guarantee the security of it. Use at your own risk!
Compatibility between Vivecraft and Better Combat.
ABOUT
VR Combat adds compatibility between Vivecraft and Better Combat.
Allowing VR & Non-VR players to play along without issues, by overriding the combat just for VR users.
An API/Library mod that allows mods to inter-operate with Vivecraft.
The MC VR API is an API/Library mod that allows mods to inter-operate with Vivecraft!
NOTE
: This mod does not turn Minecraft into a VR game on its own! You'll need Vivecraft to do that! This mod allows other mods to "talk" with Vivecraft instead!
Feel free to use this in any modpack you would like, as long as you aren't charging any money for it!
Please do not redistribute this mod! If you would like someone to download it, please either link them here, or to the GitHub page for the mod.
This mod requires Architectury unless you're playing on a 1.16 version of MInecraft!
Logo is a re-colored and re-arranged version of "Gears vector clip art" by OpenClipart.
A collection of unique, quality structures based on the Japanese concept of "Wabi-Sabi"
Wabi-Sabi Structures
adds a plethora of new structures that generate throughout your Minecraft world, all designed with the Japanese philosophy of "Wabi-Sabi" in mind - embracing imperfection while still being aesthetically interesting.
Our structures uniquely complement Minecraft's generation with little extra spices. Expect anything from patches of natural crops, to various cozy cabins, degraded stables, dangerous towers, ominous monoliths, underground eggs of mysterious creatures, and more. Our aim is to provide newfound excitement in exploring new terrain, in a way that allows each world, biome, and dimension to have enhanced variety.
Features
Currently, Wabi-Sabi Structures contains
over 70 new structures
, including several in the Nether and End. Variants, loot, and block randomization are present for many structures to increase variability in generation.
In addition, many of our structures utilize mechanics present in vanilla Minecraft in order to showcase these features to players or alleviate issues in the base game - a tower in the Forest that teaches lighting and extinguishing Campfires, factory ruins in the Nether with a Basalt generator, an orchard in the End featuring different Note Block instruments, to name just a few. The loot found in certain structures might also include items that cannot be obtained otherwise in survival Minecraft, but in a way that is not game-breaking.
Compatibility
As of the 1.1.1 update, Wabi-Sabi Structures supports the following biome mods:
The mod will work alongside other mods that add new biomes, but currently our new structures will not spawn in the modded biomes. We plan to add full support for more popular biome mods in the future.
Installation
Fabric

1. Download the [Fabric installer](https://fabricmc.net/use/installer/).
2. Install a version of Fabric Loader compatible with the version of the mod you are using.
3. Locate your .minecraft directory. If there is a "mods" folder inside open it, otherwise create one and open it.
4. Download [Fabric API](https://modrinth.com/mod/fabric-api) and Wabi-Sabi Structures and place their .jar files inside the mods folder.
5. Launch Minecraft with the newly created Fabric installation.
Forge

1. Download and install a version of [Forge](https://files.minecraftforge.net/net/minecraftforge/forge/) compatible with the version of the mod you are using.
2. Locate your .minecraft directory. If there is a "mods" folder inside open it, otherwise create one and open it.
3. Download Wabi-Sabi Structures and place the .jar file inside the mods folder.
Launch Minecraft with the newly created Forge installation.
Frequently Asked Questions
Q&A
**Q**: When is the next update coming out???
```A: We work at our own pace, so updates will come when we are ready! We don't give exact release dates until we are certain that the update will be released on a specific day.```
**Q**: Will you port to version X.Y.Z??
```A: We will attempt to port to newly released Minecraft versions that are compatible with the mod loaders we support. However, our schedules may not align exactly with the mod loader's releases, so be patient. We will not be backporting to older versions.```
**Q**: Is the mod required on the client to join a server with it?
```A: No! The mod can be installed on the server side and players can join the server without needing to install the mod themselves. You can even join other servers with the mod installed, without problems.```
**Q**: Where can I report a bug?
```A: You can report bugs on the Issues tracker on our GitHub. Alternatively, you can join our Discord and report bugs in the #support channel.```
**Q**: I have a super awesome structure idea! Where can I put my suggestion?
```A: We love suggestions, and we have a #suggestions channel on our Discord where you can put them! Note that we do not accept all suggestions and that we may take creative liberties to modify your idea if we do, but it is a huge help for inspiration!```
**Q**: Can I put this in my modpack?
```A: Yes, just make sure that the modpack is hosted on Modrinth or Curseforge and linked to this page.```
**Q**: Can I make a video with this mod?
```A: Absolutely, whether it's a mod showcase, let's play, etc. you are allowed. We would appreciate if you put a link to this page in the description. Let us know when you've uploaded your video and we may put it on the page!```
**Q**: Can I upload this on another website?
```A: If you do you give all bodily control of your Optic Nerves to Tonkis! (In case you are confused, the answer is no.)```
Credits
Wpgradford
: Project lead, Main builder, Pack scripter, Discord / X setup
Wight of Shadows
: Main builder, Pack scripter / Mod compiler, Title card artist, GitHub / Modrinth setup
Wilva
: Builder, Logo artist
Nate Pinkston
: Composed music and helped with recording / editing for the trailers
Special thanks to
mathgeniuszach
for help with the Fabric mod
Waystone -> Xaero's Minimap Waypoint sync for fabric
Since Xaero's Minimap doesn't have an official API,
it's unlikely that the Waystones mod will support
automatic integration; so how do we get automatic
waypoints in Xaero's Minimap? Via a bridge mod like
this one. There are others for Forge (w2w and
waymaker), but none for Fabric, which is why I threw
this together.
Usage
No configuration needed! Once the mod is installed, it
will automatically create waypoints in your minimap
for all discovered waystones.
If you accidentally delete one or more auto-generated
waypoints, they will all reappear in the current
waypoint set when you disconnect and reconnect.
For those who use multiple waypoint sets:
Each newly discovered waystone is added to the
currently active waypoint set.
If you use multiple waypoint sets, ensure the right
one is active before you activate a waystone.
These waypoints can be moved to other waypoint sets
after discovery, using the regular waypoint editing
gui.
Adds various elegant -and likely hostile- roguelike dungeons and structures that generate on your worlds!
When Dungeons Arise
is a massive dungeon generator which gathers plenty of dungeons and generates them randomly on your worlds to ensure glorious adventures and challenges. We have took a step away from standard vanilla structures, resulting in imposing dungeons to lose yourself into.
However, be wary when you venture into a palace in search of precious loot, and don't forget to land safely after raiding a hostile airship. Dungeons will generate foes to keep you away from them... at least until you're ready to walk across countless, dangerous passages...
Currently generates 30+ unique structures.
Requires both Cloth Config API and Fabric API (on Fabric versions)
For transferring pre-1.19 worlds to 1.19, please use version "2.6.0 convert".
Accessing a Waystone marks it as "discovered", letting you teleport between other discovered (or global) waystones.
If you place a waystone, or if you access a waystone without an owner, you become the "owner" of that waystone.
Waystone owners can then change the name of the waystone and toggle its global visibility in the config interface, as well as re-claim all the items that get stored in the waystone when players teleport to it by shift-right-clicking the block. The option to take out items is disabled in the configs by default. Waystones also have the option to save all their data when broken (while sneaking), this option can also be toggled in the config file.
Waystones also spawn naturally in villages (one per village with default settings), this
includes the ones from
Repurposed Structures
.
Abyss Watcher
Used for crafting the waystones, as well as teleporting to other waystones by right clicking it, consuming the item upon use.
Empty Waystone Scroll
Used for storing all your discovered waystones in it. Using the filled waystone scroll will discover all the stored waystones to the player using it. There is also the
Scroll of Infinite Knowledge
, which is creative-only under normal circumstances and makes you discover
all
Waystones in a world when used.
Local Void
Right clicking on a waystone will bind it to that waystone. Right clicking anywhere else will teleport the player to the bound location, as long as it exists, free of charge (configurable), with the item disappearing on use (configurable). The item can be reset by shift-right clicking.
Pocket Wormhole
Similarly to the Abyss Watcher, it allows the players to open the teleportation interface from anywhere, except the item doesn't get destroyed on teleportation.
Void Totem
Just like the Local Void, the Void Totem can be bound to a Waystone. If you die with a bound one equipped, it will teleport you to the bound Waystone. Should it be unbound, it will choose a random one you have discovered. Otherwise, it simply acts like a normal Totem of Undying.
Crafting Recipes
Cost type (item, health, xp, level, hunger, none), Cost Amount, Option to generate in villages, (on by default), as well as other settings can be found in the config which generates on launching the game with the mod for the first time inside of:
Adds a full screen world map which shows you what you have explored in the world. Works great together with Xaero's Minimap.
Do not use XaeroPlus with this mod! It is not affiliated with me and causes critical untrackable bugs/crashes.
Xaero's World Map mod adds a self-writing fullscreen map to your Minecraft client. Works as a separate mod but is a lot better with Xaero's Minimap. The reason why it's available separately is to keep Xaero's Minimap as light-weight as possible.
This mod is mostly client-sided. Installing it on the server side is optional for some additional features like world identification.
The mod is still in development! Please report any bugs that you encounter or otherwise they probably won't get fixed.
Make sure your world is optimized (
Singleplayer - Edit - Optimize World
) for the Minecraft version you're playing (repeat after every Minecraft update). It takes A LOT longer to generate singleplayer maps from unoptimized world saves.
A self-writing world map (as opposed to manual paper maps). You can create multiple maps on the same server address and switch between them either manually or automatically.
Works in Singleplayer, Multiplayer and on Realms.
Intuitive interface. Open the map screen by
pressing M
. Move the map around with your mouse and zoom in/out using the
mouse wheel
, similar to Google Maps. All relevant controls are listed in a tooltip on the map screen and you can customize a lot of them.
Optional automatic multiple world detection on servers.
Displays chunk claims and ally players from the
Open Parties and Claims
mod. Lets you claim or forceload chunks directly from the map.
Resource pack support. Changing the resource packs causes the whole world map to regenerate.
Cave dimensions support (for example the Nether).
Optional vanilla maps mode, which makes the world map look like the vanilla paper maps.
Terrain shading customization.
"Footsteps" that show you your most recent path taken.
Settings that can help improve the performance of the mod when necessary. Although in most cases the mod should perform great by default.
Xaero's Minimap
integration. The minimap mod will display chunks provided by the world map. The world map mod will display waypoints from the Xaero's Minimap mod. Also works with the
Better PVP mod
. You can create, edit and
teleport to the waypoints
without leaving the map interface.
Potion effects to control the usage of the world map for the players on your server/map. The following potion effects exist as of writing this:
xaeroworldmap:no_world_map.
The effects are of the neutral type by default, but you can also specify a harmful type by appending
_harmful
to the end of the effect ID, for example
xaeroworldmap:no_world_map_harmful
.
Since version 1.14.0
of the mod, you can open an on-map waypoint menu by clicking the icon in the bottom right corner of the map screen. In the waypoint menu, you can see a list of all your map waypoints from the rendered sets, interact with them with the mouse cursor, filter them by name in a text field. The menu also lets you toggle the visibility of disabled waypoints, toggle rendering all sets and change the current waypoint set. Hovering over the waypoints in the menu also acts as hovering over them on the map: they are highlighted on the map and you can use the right-click or hover controls to interact with them.
An option to export a map as a PNG image file. The mod tries to export the whole map, so it might not work, if the map is millions of blocks in length. I'm planning to give more options for exporting the map in the future!
Option to limit your map access by binding it to an item required in your hotbar or to be equipped. For example, add
mapItemId:minecraft:compass
anywhere in the config file to bind it to the compass item. This way the map will not work unless you have the compass in your hotbar or equipped.
How do I restore pre 1.30 update Nether maps in multiplayer to be displayed in the "full" cave mode type?
First, exit the server and locate the Minecraft game directory that you're using to play on the server. In the game directory, go into
XaeroWorldMap/Multiplayer_[server_address]/DIM-1/[map_folder]
. If such doesn't exist already, create a folder called "
caves
", without the quotation marks, and go into it. Inside the caves folder, create a folder called "
-2147483648
", without the quotation marks, if such doesn't exist already. Go back into the folder that contains the "
caves
" folder and move all "
.zip
" files to the
caves/-2147483648
folder. Feel free to delete the cache folders or also move them with the "
.zip
" files.
How do I set up cave mode to behave like it used to pre 1.30 before cave mode was introduced?
You can fully achieve this only when using the normal version of the minimap or no minimap at all. The fair-play version of the minimap now disables world map cave mode in the Nether and you can't toggle that, so it won't be exactly like it used to be.
If you have Nether map data from before 1.30, please start by moving it in the correct folder as explained under "
How do I restore pre 1.30 update Nether maps in multiplayer to be displayed in the "full" cave mode type?
" on this page.
After you're done with that, join a world/server and open the world map settings. Locate "Default Cave Mode Type" and set it to OFF and then set "Legible Cave Maps" to ON. Next, open the world map screen and click the cave icon in the bottom left of the screen. In the menu that opens, set the "Cave Mode Top Y" to absolutely any number. If you are in the overworld, set the "Cave Mode Type" to OFF. When you are in the Nether later, set "Cave Mode Type" to Full. The cave mode type is stored per dimension, so you can set it to Full for any nether-like dimension and keep it on OFF for anything else. You can also switch between displaying below and above bedrock roof by toggling it.
Why does right-click teleportation not work for me?
The mod sends a chat command to teleport you to specific coordinates, which is
/tp @s x y z
by default, so appropriate permission is necessary. The vanilla /tp command requires OP status (cheats enabled) but it's possible to have separate permissions for commands on a non-vanilla server with certain plugins installed. The used command can be changed in the world map settings with "Map Teleport Command". Non-vanilla teleportation commands often don't support the selectors such as @s, so you might have to remove it from the configured command. There is also an option called "Player Teleport Command" which is used when you right click tracked players (e.g. your party from Open Parties and Claims). Teleportation to waypoints uses its own setting in the minimap mod. You can read about it on the minimap description page under FAQ.
How do I discover the map without manually walking?
In singleplayer, the map is loaded directly from the world save. This means that you can pregenerate the world using whatever tools you prefer, relog and use the "Reload Regions" option in the world map settings to fix any conflicts in the map cache. In multiplayer, it isn't as simple. However, if you can download the server world save and enter the world in singleplayer, then you can pregenerate the world using a method of your choice, relog and then use the "Convert All Regions" in the world map settings to convert the whole world save to a multiplayer-compatible map instance saved to
XaeroWorldMap->World->null->cm$converted
. You can copy/move that map instance folder to your server map instances in the XaeroWorldMap folder.
Why are multiple worlds on the same server address/IP using and writing to the same map?
This mod lets you have multiple maps on the same server address. You can freely switch between maps and create new ones at any time. Map overwriting can be prevented by choosing the right "Map Selection" mode for the type of server that you are playing on. Map selection is done in a special menu by clicking the bottom left icon on the world map screen (if the menu isn't open by default). In the menu you can switch between
Manual
,
World Spawn
and
Single
modes and select/create maps by using the top-center dropdown menu. If you hover over the
Map Selection
option, you can read everything you need to know about each map selection mode, including
Server
mode.
World Spawn
mode is the equivalent of what was used by the world map pre 1.6. So you don't have to downgrade the mod to still use it.
Server
mode is the best option for most cases because the server automatically controls your map selection based on server-side level IDs. It requires the mod to be installed on the server side. If changing the map selection mode switches your map to an empty one, you can always rebind the map that you want to be used by selecting it from the dropdown menu and confirming.
Why does the world map ask for confirmation?
A single server address can have multiple overworlds, nethers etc. It can be due to multiple sub-servers or just multiple world saves, for example a "Lobby" world and a "Game" world. Different worlds don't have any unique identifiers on the client side, which makes it impossible to reliably differentiate between them. Because of this, the world map mod lets you have multiple world maps for each dimension on the same server address. In older mod versions, by default, map selection is
Manual
, which means that you are asked to confirm which map to use every time you switch dimensions/worlds/sub-servers. You can also choose one of the 2 automatic modes. Map selection is done in a special menu by clicking the bottom left icon on the world map screen (if the menu isn't open by default). In the menu you can switch between
Manual
,
World Spawn
and
Single
modes and select/create maps by using the top-center dropdown menu. If you hover over the
Map Selection
option, you can read everything you need to know about each map selection mode, including
Server
mode.
World Spawn
mode is the equivalent of what was used by the world map pre 1.6. So you
don't
have to downgrade the mod to still use it.
Server
mode is the best option for most cases because the server automatically controls your map selection based on server-side level IDs. It requires the mod to be installed on the server side. If changing the map selection mode switches your map to an empty one, you can always rebind the map that you want to be used by selecting it from the dropdown menu and confirming.
Why can't I see my minimap waypoints on a server after the installation of the world map?
Your currently confirmed map affects which waypoints sub-world in the minimap mod is considered automatic. This allows each created map to have separate waypoints data. At any point in time, you can select and view any non-automatic waypoints sub-world by going to the waypoints menu (press U) and selecting it from top-right dropdown menu. You can make any sub-world automatic for your currently confirmed map by selecting
Options -> Make Sub-World Auto
.
Why has my world map "reset" for a specific server?
Do not panic. It's almost certainly not actually deleted. Old world map versions use a world spawn-based system to separate a server into multiple maps. This system often breaks because of servers adding custom functionality to the vanilla compass item by sending fake world spawn coordinates to your game client.
Make sure you update the mod to the latest version.
There are now multiple map selection modes you can choose between,
Manual
being the default one. You can now view any world map you have on the current server address. Click the bottom left icon on the world map to open the map selection menu, if it's not open by default.
The top center dropdown menu allows you to select existing or create new world maps.
You can hover over the map selection mode setting (bottom left) to read about how each mode works.
Server
mode is the best option for most cases because the server controls your map selection based on server-side level IDs. It requires the mod to be installed on the server side.
Manual
mode is the safest alternative and should work on every other server. There are also 2 additional automatic map selection modes when
Server
mode isn't an option. Read more about them in the tooltip of the setting.
Old map is not in the map menu?
This can mean 2 things: the server address has changed or the dimension IDs have changed.
Let's start with the
dimension ID change
. Each dimension on the server has a separate directory in the
game directory -> XaeroWorldMap
directory.
Please backup the
XaeroWorldMap
directory before you begin doing anything with it.
In older mod versions, the dimension directory name contains the server address and the dimension key, for example
XaeroWorldMap/
Multiplayer_127.0.0.1_DIM1
. In newer versions the dimension directory is a sub-directory, so something like
XaeroWorldMap/
Multiplayer_127.0.0.1/DIM1.
For compatibility reasons, default
overworld, nether and the end
dimensions are named
null, DIM-1 and DIM1
. Other dimensions should have their name be based on the original dimension ID, for example
Multiplayer_127.0.0.1/minecraft$overworld_creative
. In 1.16+, you can see your current dimension ID on the
F3 screen ingame
to figure out which directory is meant for which dimension (for example "minecraft:overworld").
Please exit to the game title screen or close the game before editing files/directories.
Each dimension directory contains sub-directories, one for each map that you have in the dimension (for example
mw$default
or
mw-4,0,-4
) as well as a file named
dimension_config.txt
that contains the actual display names of the maps. You can use the file to help you find a specific map directory that you want. Moving/copying a map directory between dimension directories should move/copy it between dimensions. You can give it a name later ingame.
The most common case would be
something like moving a map from
/null
to
/minecraft$overworld_survival
. It is needed when a 1.16+ server starts using a unique dimension ID for each sub-world.
For server address changes
, you would first have to remove all directories inside
game directory -> XaeroWorldMap
that contain the new server address. There is usually only 1 such directory if you are using the latest mod version.
Please backup the whole
XaeroWorldMap
directory before you do that. Also, exit the game at least to the title screen.
Then you would have to rename each old server address directory (in XaeroWorldMap) to the new address, replacing ONLY the address part.
Message me or leave a comment if you have questions!
Here's the old explanation if you can't update the mod to 1.6.1 or newer:
Do not panic. It's almost certainly not actually deleted (this has never happened as far as I know). It's likely caused by a server plugin changing the behavior of the vanilla compass item and interfering with the mod's "multiworld" detection. In most such cases the compass item points to your bed instead of the global spawn point. Sleeping in the right bed again should bring everything back for you if sleeping in another one was the cause of the map "resetting".
If the map "reset" because of a new plugin being added (and if removing it is not an option for you), then here's how you can restore your map (and hope the plugin doesn't do it again):
Make sure Minecraft is
NOT RUNNING
.
1. Go to the game directory
2. Go to the
XaeroWorldMap
directory
3. Find directories that represent the dimensions you have visited on the server. These directories contain the address of the server in their name. The one that ends with
_null
is the overworld,
_dim-1
is Nether etc.
4. Open the overworld directory (
_null
).
5. You should see multiple directories that start with
mw
.
6. Find the one that is the biggest in file size. Copy the name of it somewhere so you don't lose it.
7. Now find the newest
mw
directory (likely the emptiest or just check the creation date). Move this directory somewhere else.
Don't delete it just yet.
8. Rename the directory from step 6 to the name of the backed up directory from step 7.
9. Open Minecraft and test if the overworld world map is back.
10. If it's not, exit Minecraft and restore the old name of the directory that you have renamed + restore the backed up folder. Reread all the steps to make sure you're doing everything right.
If overworld is now fixed, proceed to step 11.
11. Rename and backup the directories with the same names as overworld for every other dimension that you'd like to restore.
Contact me if you have questions!
Why have my waypoints not restored after restoring the map?
Please read the
"Why are my waypoints no longer shown for a specific server?"
section on the
minimap description
page. It should cover most cases. Contact me, if it doesn't help.
How do I prohibit the use of cave mode on my server?
To do that, please install the mod on the server side (requires a Forge/Fabric/Quilt server as of writing this). When you start your server, a new "common" config file will be created directly in the server directory (not the world folder). In the config file, you get multiple options that let you disable certain mod features for your players. Changes require a server restart.
Alternatively, if you have the minimap installed, you can include the following strings in a server/system message sent to players (on login), which do the following:
(requires minimap to work)
§f§a§i§r§x§a§e§r§o
- causes the minimap to disable cave mode (including world map) and entity radar (fair-play mode)
§x§a§e§r§o§w§m§n§e§t§h§e§r§i§s§f§a§i§r
- causes world map cave mode to work in the nether despite the minimap being fair-play
§r§e§s§e§t§x§a§e§r§o
- reset all the system message flags
How do I let vanilla client players join my server that has the mod installed?
Look for a "common" config file directly in your server directory (not the world folder). In the config file, you get multiple options that let you disable certain mod features for your players. One of the options lets you disable the registration of status effects, which is what prevents players from joining. Changes require a server restart. Do the same for the minimap mod.
You are allowed to make videos using this mod.
Using it in your modpacks is allowed with the following conditions:
Only monetization of the modpack through CurseForge or Modrinth is allowed (which includes sponsored links/banners in your modpack description), unless I have given you written permission to monetize it elsewhere. Feel free to private message me about it. I'm more likely to give you permission than not.
If the modpack is distributed outside of CurseForge and Modrinth, then you must credit me by providing an easily accessible link to one of my official pages for the mod, to the users outside of CurseForge and Modrinth.
The name and/or description of the modpack must not be easily confused with the names/descriptions of my mods.
If I have given you written permission to monetize the modpack outside of CurseForge and Modrinth, then, if I request you to, you must remove monetization outside of CurseForge and Modrinth.
Displays a map of the nearby world terrain, players, mobs, entities in the corner of your screen. Lets you create waypoints which help you find the locations you've marked.
Do not use XaeroPlus with this mod! It is not affiliated with me and causes critical untrackable bugs/crashes.
Unlike many other minimap mods, Xaero's minimap keeps the
aesthetic of vanilla Minecraft
, which helps it be a more seamless addition to the game. It is also
the first rotating square minimap for Minecraft.
Among a wide variety of customization settings, there is an option for a
circle-shaped minimap
and a separate setting for
locking the minimap's rotation
(using a direction arrow instead). The minimap can display the surrounding entities, including
players, mobs and items
, as
dots with a custom color
or as
icons (usually heads)
. In addition to the default
compass directions
, you can place your own
waypoints
that are visible both on the minimap and in the game world. Waypoints help you find previously visited locations or reach specific coordinates, with
optional teleportation
. The minimap can display the surrounding blocks above ground and below ground (
cave mode
). These are just some of the features of the mod while there are many more. Please read the "Minimap features" section below for a more complete list. For the purposes of following multiplayer server rules, there are 2 mod editions, full and fair-play, the latter being designed for fair PVP.
This mod is mostly client-sided. Installing it on the server side is optional for some additional features like world identification.
Multiple minimap size options including automatic.
Multiple zoom options.
Two minimap shape options:
square or circle
.
Runs
smoother than a lot of minimap mods
.
Can be placed anywhere on the screen using the "Change Position" setting/screen. You can even shift it by 1 pixel if you so wish. Can be useful when playing with other UI mods.
2 block color modes:
Vanilla
, which uses the colors of vanilla Minecraft maps and
Accurate
, which uses the colors of block textures and biomes. You can also enable biome colors for the Vanilla mode using a separate setting.
A custom key binding (Z by default) to temporarily enlarge the minimap to take a better look around.
All key bindings are in the vanilla controls menu.
There are also settings for controlling the behavior of the minimap when it is enlarged, for example to center the minimap on the screen or to fully zoom out the minimap.
Map shading customization with the "Terrain Depth" and "Terrain Slopes" settings.
Compatible with
Xaero's World Map
. By default uses the map textures generated by the world map mod instead of generating its own. This improves performance when using both mods.
Option to limit your minimap access by binding it to an item required in your hotbar or to be equipped. For example, add
minimapItemId:minecraft:compass
anywhere in the config file to bind it to the compass item. This way the minimap will not be displayed unless you have the compass in your hotbar or equipped.
Potion effects to control the usage of the minimap or some of its features for the players on your server/map. The following potion effects exist as of writing this:
xaerominimap:no_minimap, xaerominimap:no_entity_radar, xaerominimap:no_waypoints, xaerominimap:no_cave_maps.
The effects are of the neutral type by default, but you can also specify a harmful type by appending
_harmful
to the end of the effect ID, for example
xaerominimap:no_entity_radar_harmful
.
Translated to a lot of languages.
Option to
lock north
to stop the minimap from rotating and instead display the direction of your character with an arrow.
Works both above and under ground thanks to the
automatic cave mode
. Cave mode should also activate inside buildings. You can choose the size of the "solid roof" above you that the mod searches for to activate cave mode. Roof size 3x3 and above should prevent cave mode activation when standing under log blocks while cutting wood.
Waypoints
. Practically an infinite amount. Can be teleported to (permission for teleportation chat command needed). Waypoints are rendered in the game world and displayed on the minimap. You can hide all or specific waypoints. Press
B
to create a new waypoint. Press
U
to list all the waypoints. In the waypoints list, you can add/edit a single or multiple waypoints, sort them, view waypoints from other sub-worlds/dimensions and much more.
Local and global waypoints.
To clear the screen from unnecessary waypoints you can create local waypoints that, unlike global ones, are affected by the "Max WP Draw Distance" option. This enables you to set a single global waypoint for a large area/region and multiple local ones in the area/region. Only the global waypoints will be visible when you are beyond the maximum draw distance.
Waypoint sets.
You can organize your waypoints by sorting them into sets. Your current set can be quickly switched with a key binding.
All key bindings are in the vanilla controls menu.
Waypoint sharing
. You can share your waypoints in the game chat with players on the server. This is done from the waypoints list (press U).
Deathpoints
. An
automatic skull-shaped waypoint
is created
on each death
. Old deathpoints are converted to regular waypoints, which you can disable using the "Keep Old Deathpoints" setting.
Togglable
chunk grid
. The chunk grid shows you where block chunks begin and end.
Togglable
slime chunks
mode. The chunks where slimes can spawn are marked with a green overlay.
Custom light overlay
. You can setup a light overlay that will mark blocks with a custom color if they are within a custom light value range, which is block light from 0 to 7 by default. The default settings are meant for finding mob-spawnable blocks. You can use it for any purpose.
Multi-world detection in multiplayer. If you install the minimap mod on the server side in addition to the client side, each server world should get a separate waypoints "sub-world". Otherwise a much less reliable world separation is used, which is based on the world spawnpoint. If you can't install the mod on the server side, it is recommended to turn off multi-world detection for servers that only have a single "world". You can do it through the
Waypoints Menu (press U) -> Options
screen.
Displays
mobs
on the map as
yellow dots.
Hostile and friendly
mobs can be colored
differently.
Can also be displayed as
icons/heads
. Check the
"Entity Radar"
settings.
Displays
players
on the map as
white dots or player heads.
Can also be displayed as
icons/heads
. Check the
"Entity Radar"
settings.
Displays
items
on the map as
red dots.
Check the
"Entity Radar"
settings.
Displays all the
other entities
such as arrows and item frames as
purple dots
.
Different types of entities can be disabled in the settings. Check the
"Entity Radar"
settings.
Options for
displaying entity names
on the minimap
in the "Entity Radar" settings.
Zoom in and out key bindings
(I and O by default)
to efficiently change the zoom level to fit your preference or use case.
Coordinates
under the minimap.
Current biome name
under the minimap. Disabled by default and needs to be enabled in the mod settings (press Y).
Light level
under the minimap. Also disabled by default and needs to be enabled in the mod settings (press Y).
Current game time
under the minimap. Disabled by default. You can choose between the 12 hour and the 24 hour formats.
Current camera angles
under the minimap. Disabled by default.
Setting to hide/unhide all waypoint coordinates from all UI screens. Can be useful for streams/videos.
Setting to fully hide/unhide all mentions of server addresses in dropdown menus. The setting is set to "Partial" by default, which is probably good enough in most cases.
A LOT MORE SETTINGS. Too many to list them all here. Press
Y
in game to open the settings and take a look.
2 mod editions: full and fair-play.
Full version
does not have any limits.
Fair-play
version does not display any entities or cave maps which is more suitable for PVP against people who don't use a minimap.
There can be many reasons for this. The mod sends a chat command to teleport you to the waypoints, which is
/tp @s x y z
by default, so appropriate permission is necessary. The vanilla
/tp
command requires OP status (cheats enabled) but it's possible to have separate permissions for commands on a non-vanilla server with certain plugins installed. The used command can be changed in the minimap settings with the "Default Teleport Command" option or per server in the waypoints menu with the "Teleport Chat Command" option. Non-vanilla teleportation commands often don't support the selectors such as @s, so you might have to remove it from the configured command. Right-click teleportation on the world map uses its own setting for the command. You can read about it on the world map description page under FAQ.
If the "Teleport" button is disabled, then it can also mean multiple things. The most common reason for this is manually using waypoints from a sub-world that isn't the "auto" one but still from the same dimension. If the "auto" sub-world isn't what is supposed to be automatically picked on a certain world, then select the correct sub-world and use "Make Sub-world Auto" in the waypoints menu Options. This will swap all waypoints data between the 2 sub-worlds and you'll be able to teleport to the waypoints, which are now in your "auto" sub-world.
If the "auto" sub-world IS selected but the teleport button is still disabled, then it probably means that teleportation was manually disabled for the server/world. Check the teleportation option in the waypoints menu Options. If it's disabled, you can only enable it through the server-specific config file in the game directory -> XaeroWaypoints. I recommend exiting Minecraft before editing any config files. And make backups from time to time.
Why are my waypoints no longer shown for a specific server?
Do not panic. It's almost certainly not actually deleted. If you use the world map mod and it has also reset, then please start by restoring it first before dealing with the waypoints. Read the
"Why has my world map "reset" for a specific server?"
section on the world map
description page
. Done with that? Please continue reading.
Start by opening the full waypoint menu. Press U ingame to do so. Check the vanilla controls menu, if the U key doesn't work. Go through the sub-worlds listed in the top-right dropdown menu. All waypoint sub-worlds for the current server address should be there. If none of them have the right waypoints for the world/dimension that you are in, then the server address was likely changed. Find the old server address in the top-
LEFT
dropdown menu, select it and do
Options -> Make World/Server Auto
. You should now be able to find the correct sub-world in the top-right dropdown menu. If the right sub-world is already marked with (auto), which means that the sub-world is automatically selected for your current world/dimension, then you should be good to go. If the wrong sub-world is marked with (auto), then please continue reading.
Using the world map mod?
One of the most common reasons for the wrong sub-world being automatically selected is the incorrect usage of the world map mod in multiplayer (since version 1.6). Make sure you select the correct map for your current world before confirming it. It affects which waypoints are being shown to you. The menu for map selection is on the world map screen, if you click the bottom left icon (unless it's open by default). Consider changing the map selection mode to one of the automatic ones, if it fits the server you're playing on.
Your currently confirmed map affects which waypoints sub-world in the minimap mod is considered automatic (auto). This allows each created map to have separate waypoints data. At any point in time, you can select and view any non-automatic waypoints sub-world by going to the waypoints menu (press U) and selecting it from top-right dropdown menu. You can make any sub-world automatic for your currently confirmed map by selecting
Options -> Make Sub-World Auto
.
Not using the world map mod?
The wrong sub-world being considered (auto) and therefore being automatically selected can be caused by a server plugin changing the behavior of the vanilla compass item and interfering with the mod's "multiworld" detection, if you have it enabled (disabled by default). In most such cases the compass item points to your bed instead of the global spawn point. Sleeping in the right bed again should bring everything back for you if sleeping in another one was the cause of the waypoints disappearing.
If this happened because of a new plugin being added (and if removing it is not an option for you), then here's how you can restore your waypoints:
1. Find the right waypoints "sub-world" from the top-right dropdown menu in the waypoints screen, it's the one with the waypoints that you need in your current dimension. Perhaps start with overworld?
2. Use
Options -> Make sub-world auto.
3. Do the same for every dimension (enter the dimensions before doing it!).
4. If it's a simple server with 1 world (no hub/lobby worlds, no minigame worlds, creative plot worlds etc), then also turn off "Multiworld Detection" in the same
Options
menu. You can turn it back on later if you ever need it.
Contact me if you have questions!
How do I add my own entity icons or override the default ones?
First of all, make sure that you actually have the entity icons/heads enabled in the minimap settings -> Entity Radar Categories, whether you put it on "Always" or "Player List". Just make sure that you know how to display them. Those are the icons that this section is about.
Starting from version 21.6.0 of the minimap mod you are able to override the default icons displayed for entities with your own sprites/images by making a resource pack (or including the required resources in your own mod). In addition to that, you are also able to add or improve entity type variants support (different variants of the same entity type having different icons) by creating a simple mod of your own or including some code in your existing mod. Although this is usually unnecessary for simpler multi-variant entity types (most entity types).
By default, the minimap mod renders all entity icons using the entity renderers/models bound to the entities. This supports all vanilla mobs and some simple bipedal/quadrupedal mobs whose models have easily identifiable head model parts (head, ears, nose etc). If the mod fails to do so, the colored dot is displayed instead.
The relevant assets directory to the purpose of overriding the icons is
/assets/xaerominimap/entity/icon/
. You can find it inside the minimap mod's jar file and extract the contained files/folders for your reference. The jar contains an example file for overriding icons of a mod entity type
/assets/xaerominimap/entity/icon/definition/example_mod/example_entity.json
. The example file would corresponds to the entity type
example_mod:example_entity
, if such existed. Please read the comments in the file
example_entity.json
to learn about its structure, so that you are able to create your own icon definitions similar to it.
In addition to that,
/assets/xaerominimap/entity/icon/definition/minecraft/
contains several example files for vanilla entity types that might require additional comments regarding the default entity type variants support. By default, entities have very simple variants support where the entity type variant ID is simply the entity's main texture resource location.
If you set the "
debugEntityVariantIds
" option in the minimap config file to true, then the variant IDs of newly encountered entities (variants) will be printed in the chat and the log/console.
Starting from version 21.8.0 of the minimap mod you are also able to configure your own model-based rendering. Please read the comments in the example file
/assets/xaerominimap/entity/icon/definition/example_mod/example_entity.json
for all the information you need to know.
How do I prohibit the use of cave mode and/or entity radar on my server?
To do that, please install the mod on the server side (requires a Forge/Fabric/Quilt server as of writing this). When you start your server, a new "common" config file will be created directly in the server directory (not the world folder). In the config file, you get multiple options that let you disable certain mod features for your players. Changes require a server restart.
Alternatively, you can include the following strings in a server/system message sent to players (on login), which do the following:
§f§a§i§r§x§a§e§r§o
- causes the minimap to disable cave mode (including world map) and entity radar (fair-play mode)
§x§a§e§r§o§w§m§n§e§t§h§e§r§i§s§f§a§i§r
- causes world map cave mode to work in the nether despite the minimap being fair-play
§n§o§m§i§n§i§m§a§p
- disables the minimap completely
§r§e§s§e§t§x§a§e§r§o
- reset all the system message flags
How do I let vanilla client players join my server that has the mod installed?
Look for a "common" config file directly in your server directory (not the world folder). In the config file, you get multiple options that let you disable certain mod features for your players. One of the options lets you disable the registration of status effects, which is what prevents players from joining. Changes require a server restart.
You are allowed to make videos using this mod.
Using it in your modpacks is allowed with the following conditions:
Only monetization of the modpack through CurseForge or Modrinth is allowed (which includes sponsored links/banners in your modpack description), unless I have given you written permission to monetize it elsewhere. Feel free to private message me about it. I'm more likely to give you permission than not.
If the modpack is distributed outside of CurseForge and Modrinth, then you must credit me by providing an easily accessible link to one of my official pages for the mod, to the users outside of CurseForge and Modrinth.
The name and/or description of the modpack must not be easily confused with the names/descriptions of my mods.
If I have given you written permission to monetize the modpack outside of CurseForge and Modrinth, then, if I request you to, you must remove monetization outside of CurseForge and Modrinth.
A builder-based configuration library for Minecraft.
YetAnotherConfigLib
Yet Another Config Lib, like, what were you expecting?
Why does this mod even exist?
This mod was made to fill a hole in this area of Fabric modding. The existing main config libraries don't achieve what I want from them:
Cloth Config API
:
It's stale.
The developer of cloth has clarified that they are likely not going to add any more features. They don't want to touch it. (
citation
)
SpruceUI
:
It isn't designed for configuration.
In this essence the design feels cluttered. Further details available in
this issue
.
MidnightLib
:
It has cosmetics among other utilities.
It may not be large but some players (including me) wouldn't want cosmetics out of nowhere.
OwoLib
:
It's content focused.
It does a lot of other things as well as config, adding to the size.
As you can see, there's sadly a drawback with all of them and this is where YetAnotherConfigLib comes in.
How is YACL better?
YACL has the favour of hindsight. Whilst developing this fresh library, I can make sure that it does everything right:
Easy API.
YACL takes inspiration from
Sodium's
internal configuration library.
It's styled to fit in Minecraft.
YACL's GUI is designed to fit right in.
Usage
The wiki
contains a full documentation on how to use YACL.
For all my mod devs out there -
This provides a lot of useful stuff, especially if you're a worldgen modder!
The API includes the following:
AutoRegistration system (1.18+ only). Register any field with only a simple annotation, regardless of mod loader!
Custom reimplementation of Jigsaw Manager with improved performance and custom pool element types with various new properties. Check out the
Better Dungeons code
to see it in action.
New criteria trigger for safely locating any structure. If the given structure doesn't exist, the trigger simply fails rather than instantly passing (unlike vanilla).
Interfaces for JSON serialization & deserialization with built-in type adapters.
Simple, lightweight math utilities for vectors and column positions
BlockStateRandomizer
and
ItemRandomizer
, data abstractions that make adding block and item randomization to your structures incredibly simple. I use these for all of my mods!
If you're curious, you can check the code for my mods (especially the newer ones) to see how things work. Feel free to ask me any questions on Discord!
A complete redesign of Minecraft's desert temples!
The ultimate upgrade to Minecraft's desert temples! YUNG's Better Desert Temples redesigns vanilla desert temples to be way more exciting, adding a variety of new puzzles, traps, & parkour challenges. And of course, you'll get much better loot than vanilla's desert temples for your troubles!
By default, mining fatigue will be applied to all players in the Better Desert Temple. Once you clear the temple (i.e. kill the pharaoh at the end of the temple), the mining fatigue effect for that temple will be permanently lifted! You can disable this feature in the config. Additionally, you can re-enable vanilla desert temples to spawn alongside Better Desert Temples in the config.
Closer look:
Animated trailer:
YUNG's Better Desert Temples is intended to be fully compatible with every worldgen mod, including:
Repurposed Structures. RS also offers a custom data pack you can use in addition to the mod that adds repurposed versions of the deser temples!
Check it out here.
A complete redesign of Minecraft's dungeons like never before. YUNG's Better Dungeons redesigns vanilla dungeons while also adding three new dungeons:
Catacombs, Fortresses of the Undead, and Spider Caves!
1.19.2 introduces the Nether Update!
Now you can find small Nether dungeons scattered throughout the Nether.
Note that this is an extra opt-in feature
, meaning you will need to manually enable it in the mod's config.
YUNG's Better Dungeons is intended to be fully compatible with every worldgen mod, including:
Repurposed Structures. RS also offers a custom data pack you can use in addition to the mod that adds repurposed versions of the small dungeons from Better Dungeons!
Check it out here.
An overhaul of the main End Island where the dragon fight takes place!
An overhaul of the main End Island where the dragon fight takes place!
Obsidian pillars, End gateways, the spawn platform, and the portal itself in the middle of the island have all been redesigned. Additionally, the dragon no longer spawns from the start - instead, it will be summoned once a player gets close to the bell tower in the center.
To resummon the dragon, the 4 crystals no longer go right next to the portal. Instead, you'll see 4 bedrock blocks on the floor inside the tower, one in each directional wing of the building. The crystals can be placed on these 4 blocks to start summoning the dragon again. That being said, we do actually still support vanilla crystal summoning positions, to avoid confusing players who aren't familiar with the mod.
The dragon's AI itself is unchanged.
To use BEI on an existing world,
we've provided the
/end_island reset
command. Using this command while in the End will attempt to reset the dragon fight back to its initial state and replace any previous portal/pillars with our redesigned versions. But this command attempts some major things behind the scenes, so
please back up your world before trying!
Also note that
simply deleting your End dimension files is not suffificient, and you will still need to run the command.
If you're having issues with the portal/tower spawning after using the command, such as the portal spawning under the island, you can use the full command `/end_island reset true` to attempt to place the portal on the surface again. But once again, back up your world before trying it! Seriously!
YUNG's Better End Island is intended to be compatible with as many mods as possible. The following are compatibility notes for relevant End mods/datapacks:
Endergetic Expansion
End Gateways in the Outer End will be from EE instead of BEI. Everything should still work properly though.
Progressive Bosses
Extra cage placement may be a little scuffed in older versions of Progressive Bosses. Make sure you're on the latest version!
/end_island reset
command may not properly reset fight history/progress on Progressive Bosses' side of things. If you use this command, you should also run
/progressivebosses difficulty set
dragon 0
Better End
Since the island is smaller than in vanilla, obsidian spikes will spawn closer to the center
If any spikes are missing or you have any other issues with generation, try using the
/end_island reset
command while in the End
Nullscape
Completely compatible on 1.19+.
Not compatible on 1.18.2.
Savage Ender Dragon
The crystals Better End Island adds in the center may rarely respawn, if crystal respawning from Savage Ender Dragon is enabled. Otherwise completely compatible.
A complete redesign of Minecraft's jungle temples!
A complete overhaul of Minecraft's jungle temples!
YUNG's Better Jungle Temples completely redesigns jungle temples from the ground up, featuring a completely new design, traps, puzzles, and loot!
YUNG's Better Jungle Temples includes built-in compatibility with many mods! If you're using any of the following mods, certain parts of the temple have a chance of spawning using special pieces. Note that this is an optional feature — these mods are not required to use Better Jungle Temples.
Create
Supplementaries
Alex's Mobs (Forge only)
Pick Your Poison (Fabric 1.19.2 only)
YUNG's Better Jungle Temples is also intended to be fully compatible with every worldgen mod, including:
A long-awaited and much-needed abandoned mineshaft overhaul!
This mod completely revamps vanilla abandoned mineshafts, changing them from boring straight lines into dynamic, varied webs of tunnels.
Find loot tucked away in the corners of abandoned workstations, or out in the open in a chest on a minecart.
13 biome variants
, including a rare mushroom mineshaft!
Abandoned workstations (common)
Workstation cellars (less common)
Ore deposits at the end of some tunnels with coal, iron, redstone, gold, lapis, emerald, and (very rarely)
diamond
!
Abandoned miners' outposts (rare)
Surface openings
(very rare)
YUNG's Better Mineshafts is intended to be fully compatible with every worldgen mod, including:
A complete redesign of Minecraft's Nether fortresses!
A complete overhaul of Minecraft's Nether fortresses!
YUNG's Better Nether Fortresses completely redesigns Nether fortresses from the ground up. Compared to vanilla, Better Fortresses are much larger, more complex, and more rewarding. Each fortress is comprised of three parts — the bridge networks, the Keep, and the Lava Halls that extend deep underground.
YUNG's Better Nether Fortresses also includes built-in Create compatibility!
If you're using Create, certain parts of the fortress have a chance of spawning using Create pieces. Note that this is an optional feature — Create is not required to run this mod. Be sure to use the latest release of Create for your Minecraft version! Note that this is for 1.19.2+ only.
YUNG's Better Nether Fortresses is intended to be fully compatible with every worldgen mod, including:
A complete redesign of Minecraft's ocean monuments!
A complete overhaul of Minecraft's ocean monuments! YUNG's Better Ocean Monuments fundamentally redesigns ocean monuments to be much more engaging and rewarding. Better Monuments are much larger than their vanilla counterparts and have completely randomized layouts. You'll find much better loot for your troubles, including Tridents and a Heart of the Sea!
YUNG's Better Ocean Monuments is intended to be fully compatible with every worldgen mod, including:
Repurposed Structures. RS also offers a custom data pack you can use in addition to the mod that adds repurposed versions of these overhauled monuments!
Check it out here.
A complete redesign of Minecraft strongholds like never before, making them much more complex and exciting while still staying true to vanilla themes. There are over 15 different rooms, various types of tunnels and hallways, staircases, traps, and even hidden areas!
YUNG's Better Strongholds is intended to be fully compatible with every worldgen mod, including:
Repurposed Structures
- If RS strongholds are enabled, Eyes of Ender will locate whichever stronghold is closest, regardless of if it's an RS stronghold or a Better Stronghold. RS also offers a custom data pack you can use in addition to the mod that adds repurposed versions of Better Strongholds to the Nether and End!
Check it out here.
Use the latest version of Repurposed Structures!!
An upgrade to witch huts! This mod adds multiple new hut variants that can spawn as well as a witch's circle. Huts now have better designs and more meaningful loot. Brewing stands may contain items hinting at some of vanilla's potion recipes!
By default, vanilla witch huts will no longer spawn. You can re-enable them in the config.
YUNG's Better Witch Huts is intended to be fully compatible with every worldgen mod, including:
Adds beautiful naturally generated bridges throughout the world!
YUNG's Bridges is the first Minecraft mod to ever add naturally generated bridges to the game. Explore the world and discover over 15 different types of bridges, each with biome-specific variants!
YUNG's Bridges is intended to be fully compatible with every worldgen mod, including:
Extra structures, features, and vanilla+ content suitable for any modpack!
A myriad of structures, features, and vanilla+ content. This mod is a collection of upgrades to vanilla Minecraft that are each individually too small for their own mods, but together create a nice finishing touch for your modpack.
It's the cherry on top for any modpack.
The most recent release is the
Swamp Structures
for 1.18+, featuring:
Lots of Ruins
Ancient Pillars
A few very rare easter egg structures ;)
The initial release was the
Desert Decorations
update, which included:
New and improved Desert Wells (including rare
Wishing Wells
which may have some treasure at the bottom!)
Desert Obelisks
Flame Outposts
And more!
This mod will receive content updates over time improving different parts of the game!
This mod is very lightweight and has minimal performance impact.
YUNG's Extras is intended to be fully compatible with every worldgen mod, including:
Fabric apotheosis port, changes and expands upon many systems
Zenith
A fabric port of
Apotheosis
by Shadows_of_Fire (Code) and Faellynna (Art). Do not report issues with Zenith to them!
Zenith is split into 6 modules, which all change different aspects of Minecraft's systems.
Read the
Chronicle of Shadows
(Crafted with a book and a gold ingot) for more in depth information.
Adventure
The Adventure Module adds more interesting loot, bosses, gems and sockets

Salvaging
Enchantment
The Enchantment module overhauls the enchanting system by changing the vanilla enchanting table

It adds many enchantments, as well as a configurable max level for all enchantments

Potion
The Potion module adds potions that are missing from the base game such as potions of resistance and luck, in addition to some new effects.
picturesgohere
It also adds a potion charm, an item that
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Garden
The Garden module allows for custom heights for cactus, sugarcane, and bamboo
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Spawner
The Spawner module allows for upgrading a spawner as well as moving it with silk touch
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Village
The Village module adds a use to the fletching table, as well as new arrow types to craft with it.

It also makes the wandering trader less useless.

Note: As of 0.5+, Apotheosis is
no longer supported
via Sinytra Connector. A native port will probably be made at some point in the future.
Content Added:
Gems:
There are gems for every major spell power school, and 6 tiers for every gem type
Affixes:
There are affixes for every magic school type
Loot Categories:
You can manually override an item type in the adventure module config using any of this mod's 2 newly added types. Any weapon with the appropriate attributes should automatically receive a loot category, but you can override them in
adventure.cfg
:
staff
(a two handed casting weapon)
wand
(a one handed casting weapon)
You can also sort affixes onto appropriate elemental gear automatically by placing them into an "elemental/school_schoolname/" directory.
"schoolname" should match up exactly with the registry name for a SpellSchool. For example:
/data/zephyr/affixes/elemental/school_fire/attribute.json
Other features, such as bosses and affix loot entries, are planned.
This mod aims to make the player feel like a medieval knight. At the moment, the modification contains a lot of new banner patterns, 15 sets of armor, 8 types of shields and 26 types of weapons, most of which can be made from 11 available materials: wood, stone, iron, gold, diamond, netherite, steel (new), copper, silver, tin, bronze.These weapons have special features like increased range and armor piercing. Also this mod adds steel to the game, which will not conflict with steel from other modifications. To craft steel, put an iron ingot in a blast furnace.
On the latest version you can apply a banner on armor and horse armor (just like on a shield) and dye some types of armor. Configs are in the config/magistuarmory folder.
Epic Fight
:
Epic Knights: Armor and Weapons is ideally combined with Epic Fight Mod on 1.16.5 version. To configure the Epic Fight Mod do the following:
1.12.2: Download epicfight.cfg from
Discord server
and put it into the configs folder.
Enhances and creates new villages and pillager outposts, that perfectly fit into your Minecraft world.
ChoiceTheorem's Overhauled Village (CTOV) is a mod that adds new and improved villages and pillager outposts to Minecraft.
It is available for both Forge and Fabric, and it works with most world-generation and structure mods. CTOV adds 23 village variants and 14 pillager outpost variants, each of which is tailored to the terrain, theme, and biome of your Minecraft world.
CTOV will not be backported beyond 1.18.2 for the mod version and 1.17 for the datapack version. This means that if you are playing an older version of Minecraft, you will not be able to use CTOV.
FAQs
1. **Is it safe to update CTOV to a newer version?**
Yes, it is safe to update CTOV to a newer version. However, if you do experience any problems, please let the mod author know so that they can fix them.
2. **Is it safe to add CTOV to an already existing world?**
Yes, it is safe to add CTOV to an already existing world. However, the new structures will only spawn in newly generated chunks.
3. **Is this mod for Forge or Fabric/Quilt?**
CTOV is available for all three mod loaders: Forge, Fabric, and Quilt.
4. **How can I locate the new structures?**
To locate the new structures, you can use the `/locate` command.
For 1.18.2, you would use the following command:
> /locate ctov:\[structure\_from\_list\]
For 1.19+, you would use the following command:
> /locate structure ctov:[structure_from_list]
The `[structure_from_list]` part of the command is the name of the structure that you want to locate. You can find a list of all the available structures in the CTOV documentation.
5. **Does CTOV modify existing vanilla structures?**
The only structures that are modified by CTOV are vanilla villages in older versions. In newer versions, CTOV creates its own structures that are separate from vanilla villages.
6. **What about the loot of these structures?**
The vast majority of structures use vanilla loot tables for better mod compatibility. However, they also use some custom loot tables to integrate said structures into the world better. You will still find pillager outpost loot in pillager outposts, profession chests in villages, as well as bells, workstations, etc., but you may also find new stuff like food, armour, and other goodies.
7. **How can I report bugs/issues/suggestions?**
To report bugs, issues, or suggestions, please go to the CTOV GitHub repo and create an issue. You can also message the mod author on Discord.
8. **Can I include CTOV in my modpack?**
Yes, you can include CTOV in your modpack. However, please be sure to give credit to the mod author and provide a link to their page.
9. **Can I have CTOV for 1.x.x, please?**
If it's lower than 1.18.2, no. Please don't ask this question. The technical limit is too high here.
10. **Can I give Choicetheorem any commission or support?**
The mod author does not accept commissions or monetary support. They are doing this as a hobby and do not want to be paid for their work.
I hope this answers all of your questions.
ChoiceTheorem's Overhauled Village (CTOV) is compatible with most world-generation and structure mods. Full documentation is
here
It also works with Guard Villager and other structure packs by ChoiceTheorem.
Mods that add new villagers will need compatibility packs.
Here are some more details about the compatibility of CTOV with other mods:
World-generation mods:
CTOV relies on vanilla biome Tags, so almost all world-generation mods like Terralith, Oh Biome You'll Go, and Biomes O'plenty will have appropriate CTOV villages in their biomes.
Structure mods:
Various structure mods like Town&Tower and Repurposed structures also work well with CTOV. However, it is important to exercise caution when using too many mods, as this can cause instability. The same applies to Better Village.
Other mods:
Any other mod that doesn't affect villages and villagers will be compatible by default.
Mods that add new villagers will need compatibility packs, which can be found on the CurseForge website.
Mod integration
As a rule of thumb, it's compatible. If it isn't yet, It will be. Read this
wiki page
for details!
You can suggest more mods in my GitHub Issue section.
Credits
Vichy0623 for codesigning the builds
Robified for converting this datapack into a mod.
Mods by Category
mobs
AdventureZ: adds a new endboss and other creatures
BetterEnd: New Biomes, mysterious rituals and Mobs for your End
BetterNether: More Biomes, More Mobs, More Tools for the fiery Dimension
Bingus & Floppa: This mod adds the legendary cats Bingus and Floppa, who will fight for your honor
Dungeon Now Loading: Explore the vast, challenging dungeons that are loaded into your world! This mod introduces new dungeons, along with tricky, but fair bosses to fight at the end of the dungeon.
[EMF] Entity Model Features: EMF is an, OptiFine format, Custom Entity Model replacement mod available for Fabric and Forge.
Friends&Foes (Fabric/Quilt): Adds outvoted and forgotten mobs from the mob votes in a believable vanilla plus style. (Copper Golem, Glare, Moobloom, Iceologer, Barnacle, Wildfire, Illusioner, Rascal, Tuff Golem)
Mutant Monsters: The mutants are back! Face scary creatures and powerful beasts like never before.
Mythic Mounts: Befriend legendary creatures to accompany you across the world!
Naturalist: Adds new immersive wildlife with realistic behavior!
Nether Depths Upgrade: Nether Depths Upgrade is a small mod that adds some extra flora and fauna to the lava seas of the nether. A total of nine fish have been added, a new enchant and potion in order to explore the lava in the nether.
Promenade: Fancy and simplistic biomes and structures!
SmartBrainLib: A brain library for Minecraft, making the brain system easier to use and manage
Hellion's Sniffer+: A Sniffer expansion, adding new behaviors to the Sniffer, an ancient cave biome, and several new Sniffer-related plants.
Cristel Lib: A Library mod for easy structure config and runtime datapacks.
Dawn API: API that facilitates the creation of features.
EMI: A featureful and accessible item and recipe viewer
Fabric API: Lightweight and modular API providing common hooks and intercompatibility measures utilized by mods using the Fabric toolchain.
Fabric Language Kotlin: This is a mod that enables usage of the Kotlin programming language for Fabric mods.
FakerLib: (fabric port of a) Library mod, does nothing by itself
Forge Config API Port: NeoForge's & Forge's config systems provided to other modding ecosystems. Designed for a multiloader architecture.
Fzzy Core: API used in fzzyhmstrs mods that provides various utilities for Kotlin mods
Gear Core: Library mod for the creation of equipment modifiers that can apply entity attributes or track a variety of events like taking damage, killing mobs, and more.
Iceberg: A modding library that contains new events, helpers, and utilities to make modder's lives easier.
Cadmus: A land claiming mod that allows users to claim land to protect your home from thieves, bandits and monsters, and admins to claim land with region flags and advanced protection
SmartBrainLib: A brain library for Minecraft, making the brain system easier to use and manage
Sodium Extra: A Sodium addon that adds features that shouldn't be in Sodium.
Sound Physics Remastered: A Minecraft mod that provides realistic sound attenuation, reverberation, and absorption through blocks.
spark: spark is a performance profiler for Minecraft clients, servers and proxies.
SpoornPacks: API Library for automagically generating Resource files and injecting them as a Resource Pack
Starter Kit: 📦 Give all new players joining the world configurable starter gear, items and/or potion effects. It can overwrite the initial inventory, or add the items after. Compatible with FTB Team Islands.
Too Fast: Removes the "moved too quickly" warning and rubber-banding.
VR Combat: Compatibility between Vivecraft and Better Combat.
way2wayfabric: Waystone -> Xaero's Minimap Waypoint sync for fabric
Xaero's World Map: Adds a full screen world map which shows you what you have explored in the world. Works great together with Xaero's Minimap.
Xaero's Minimap: Displays a map of the nearby world terrain, players, mobs, entities in the corner of your screen. Lets you create waypoints which help you find the locations you've marked.
Villages & Pillages: Structure mod that brings an exciting twist to Minecraft by introducing hostile and unfriendly pillages, providing a thrilling contrast to the peaceful villages.
Deeper and Darker: A Minecraft 1.19+ mod which features more blocks, items, armors, and hidden mysteries to complement the new Deep Dark biome. Our website: https://kyanitemods.dev
Dungeon Now Loading: Explore the vast, challenging dungeons that are loaded into your world! This mod introduces new dungeons, along with tricky, but fair bosses to fight at the end of the dungeon.
Dungeons and Taverns: A Structure Datapack adding dungeons, taverns and other structures to find while you explore the world.
Dungeon Difficulty: ☠️ Increase the difficulty and get matching rewards.
Dynamic Lights: Supported entities and items such as torches or lanterns emit light! Server-side only!
Explorer's Compass: Allows you to locate structures anywhere in the world.
End Remastered: Make your journey to the End more Challenging and Engaging with End Remastered!
Friends&Foes (Fabric/Quilt): Adds outvoted and forgotten mobs from the mob votes in a believable vanilla plus style. (Copper Golem, Glare, Moobloom, Iceologer, Barnacle, Wildfire, Illusioner, Rascal, Tuff Golem)
Geophilic: A subtle-ish overhaul of vanilla Overworld biomes! Reworked!
Grappling Hook Mod: Restitched: A port of Yyon's original grappling hook mod - The mod adds grappling hooks with several different modifiers to improve traversal within your world, ranging from force fields to double hooks.
Gravestones: A gravestones mod for fabric with tons of config options, an API, and more!
Heracles: A tree-style questing mod, allowing pack makers to make and include completable quests for their players
myLoot: Instanced loot per player for a better looting experience on Multiplayer servers
Mythic Mounts: Befriend legendary creatures to accompany you across the world!
MythQuest ~ Weapons: MythQuest is a thrilling Minecraft mod that introduces a fascinating twist to the game, incorporating the legendary realm of Greek mythology.
Naturalist: Adds new immersive wildlife with realistic behavior!
Nature's Compass: Allows you to locate biomes anywhere in the world.
Sound Physics Remastered: A Minecraft mod that provides realistic sound attenuation, reverberation, and absorption through blocks.
Starter Kit: 📦 Give all new players joining the world configurable starter gear, items and/or potion effects. It can overwrite the initial inventory, or add the items after. Compatible with FTB Team Islands.
The Graveyard (FABRIC): A mod that adds structures, mobs, bosses and blocks themed aroung the graveyard.
The Lost Castle: Former structure of End Remastered, The Lost Castle introduces an enormous castle. Inside resides infinite fortune and mysteries from a long forgotten civilization that disappeared a long time ago...
VillagersPlus: A villager extension mod, adding new villager types, trades and beautiful workstations.
Villages & Pillages: Structure mod that brings an exciting twist to Minecraft by introducing hostile and unfriendly pillages, providing a thrilling contrast to the peaceful villages.
Village Spawn Point: 🏙 Sets the spawn point in a new world to the center of a village.
Xaero's World Map: Adds a full screen world map which shows you what you have explored in the world. Works great together with Xaero's Minimap.
Xaero's Minimap: Displays a map of the nearby world terrain, players, mobs, entities in the corner of your screen. Lets you create waypoints which help you find the locations you've marked.
Basic Weapons: Adds vanilla+ weaponry - no extra fluff or sparkles
BetterNether: More Biomes, More Mobs, More Tools for the fiery Dimension
Better Combat: ⚔️ Easy, spectacular and fun melee combat system from Minecraft Dungeons.
Bingus & Floppa: This mod adds the legendary cats Bingus and Floppa, who will fight for your honor
Convenient Decor: Decorative blocks with convenient functionality!
Dungeon Difficulty: ☠️ Increase the difficulty and get matching rewards.
Epic Knights'n'Mages - Fabric: A mod focused on adding new 3D-styled armors and weapons. This mod is supposed to use with Spell Engine.
Explorer's Compass: Allows you to locate structures anywhere in the world.
Gear Core: Library mod for the creation of equipment modifiers that can apply entity attributes or track a variety of events like taking damage, killing mobs, and more.
Grappling Hook Mod: Restitched: A port of Yyon's original grappling hook mod - The mod adds grappling hooks with several different modifiers to improve traversal within your world, ranging from force fields to double hooks.
Mythic Upgrades: Mythic Upgrades adds new mythic ways to upgrade Netherite gear with new ores.
MythQuest ~ Weapons: MythQuest is a thrilling Minecraft mod that introduces a fascinating twist to the game, incorporating the legendary realm of Greek mythology.
Nature's Compass: Allows you to locate biomes anywhere in the world.
Cristel Lib: A Library mod for easy structure config and runtime datapacks.
Dungeon Now Loading: Explore the vast, challenging dungeons that are loaded into your world! This mod introduces new dungeons, along with tricky, but fair bosses to fight at the end of the dungeon.
Dungeons and Taverns: A Structure Datapack adding dungeons, taverns and other structures to find while you explore the world.
Dungeon Difficulty: ☠️ Increase the difficulty and get matching rewards.
Friends&Foes (Fabric/Quilt): Adds outvoted and forgotten mobs from the mob votes in a believable vanilla plus style. (Copper Golem, Glare, Moobloom, Iceologer, Barnacle, Wildfire, Illusioner, Rascal, Tuff Golem)
Mobs of Mythology: Discover a World of Mythological Creatures in Minecraft!
myLoot: Instanced loot per player for a better looting experience on Multiplayer servers
Mythic Upgrades: Mythic Upgrades adds new mythic ways to upgrade Netherite gear with new ores.
Naturalist: Adds new immersive wildlife with realistic behavior!
Nether Depths Upgrade: Nether Depths Upgrade is a small mod that adds some extra flora and fauna to the lava seas of the nether. A total of nine fish have been added, a new enchant and potion in order to explore the lava in the nether.
Promenade: Fancy and simplistic biomes and structures!
Hellion's Sniffer+: A Sniffer expansion, adding new behaviors to the Sniffer, an ancient cave biome, and several new Sniffer-related plants.
TerraBlender: A library mod for adding biomes in a simple and compatible manner!
Terralith: Explore almost 100 new biomes consisting of both realism and light fantasy, using just Vanilla blocks. Complete with several immersive structures to compliment the overhauled terrain.
The Graveyard (FABRIC): A mod that adds structures, mobs, bosses and blocks themed aroung the graveyard.
The Lost Castle: Former structure of End Remastered, The Lost Castle introduces an enormous castle. Inside resides infinite fortune and mysteries from a long forgotten civilization that disappeared a long time ago...
VillagersPlus: A villager extension mod, adding new villager types, trades and beautiful workstations.
Villages & Pillages: Structure mod that brings an exciting twist to Minecraft by introducing hostile and unfriendly pillages, providing a thrilling contrast to the peaceful villages.
Village Spawn Point: 🏙 Sets the spawn point in a new world to the center of a village.
Wabi-Sabi Structures: A collection of unique, quality structures based on the Japanese concept of "Wabi-Sabi"
When Dungeons Arise: Adds various elegant -and likely hostile- roguelike dungeons and structures that generate on your worlds!
Combat Roll: 🧶 Adds combat roll ability, with related attributes and enchantments.
Double Doors: 🚪 Multiple identical double doors, trapdoors and fence gates can be opened simultaneously.
Dynamic Lights: Supported entities and items such as torches or lanterns emit light! Server-side only!
Fzzy Core: API used in fzzyhmstrs mods that provides various utilities for Kotlin mods
Gear Core: Library mod for the creation of equipment modifiers that can apply entity attributes or track a variety of events like taking damage, killing mobs, and more.
Geckolib: A 3D animation library for entities, blocks, items, armor, and more!
NetherPortalFix: Ensures correct destinations when travelling back and forth through Nether Portals in Multiplayer.
MythQuest ~ Weapons: MythQuest is a thrilling Minecraft mod that introduces a fascinating twist to the game, incorporating the legendary realm of Greek mythology.
Starter Kit: 📦 Give all new players joining the world configurable starter gear, items and/or potion effects. It can overwrite the initial inventory, or add the items after. Compatible with FTB Team Islands.
Grappling Hook Mod: Restitched: A port of Yyon's original grappling hook mod - The mod adds grappling hooks with several different modifiers to improve traversal within your world, ranging from force fields to double hooks.
Mythic Mounts: Befriend legendary creatures to accompany you across the world!
Small Ships: Vanilla friendly Ships for Minecraft. Now with cannons!
Gliders: Gliders: essential for traversing terrain and preventing falls
Xaero's World Map: Adds a full screen world map which shows you what you have explored in the world. Works great together with Xaero's Minimap.
Xaero's Minimap: Displays a map of the nearby world terrain, players, mobs, entities in the corner of your screen. Lets you create waypoints which help you find the locations you've marked.
cursed
Load My F***ing Tags: Prevents Incorrect Tag Entries from breaking an entrie Tag
Sodium Extra: A Sodium addon that adds features that shouldn't be in Sodium.
Nether Depths Upgrade: Nether Depths Upgrade is a small mod that adds some extra flora and fauna to the lava seas of the nether. A total of nine fish have been added, a new enchant and potion in order to explore the lava in the nether.