Ever thought that the world behind your inventory was just too distracting? Then this is the mod for you!
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Blur adds a Gaussian blur shader to the background of all GUIs, which fades into give it a sleek look. It is also highly configurable, so you can tune the look of the mod to your liking. Click here for a massive gif demonstration!
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NOTE: This is the Fabric version of Blur, for the Forge version, look here.
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You can configure the strength of the blur in the config file with the \"radius\" option.
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Here is a demonstration of a few different radii:
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Change the background colors and gradient!
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Get lost in your GUIs!
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Gorgeous rainy evening with you and your blur:
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Works with shaders!Currently doesn't work with Optifine shaders due to an issue with Satin - consider using Canvas instead.
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Explanation of Config Settings
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radius\n
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As explained above, this controls how \"strong\" the blur is. If you are experiencing performance problems, lower this.
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fadeTime\n
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This is the time it takes for the blur to \"fade in\", in milliseconds.
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gradientStart/EndColor\n
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The colors to use for the overlay on all GUI backgrounds. The value here is a hexadecimal color value, in the format ARGB (alpha first, then rgb). Because the background is a gradient, two colors can be specified. The default is black with a 45% alpha value (75000000).
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guiExclusions
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A list of classes to be excluded from the blur shader. This is to be used for GUIs which do not necessarily cover the screen. It defaults to containing only one GUI, the chat.
CIT Resewn is MCPatcher's CIT features re-written outside of optifine as a standalone mod for fabric
\n\n[
](https://citresewn.shcm.io/)\n\n[
](https://www.curseforge.com/minecraft/mc-mods/cit-resewn)\n\n### Huh? What does it do?\nMCPatcher had a feature called Custom Item Textures(or CIT for short) which was later adopted by Optifine.\n\nCustom Item Textures allowed resourcepacks to replace the appearance of items when they met certain conditions.\n\nCIT Resewn does exactly that but as a standalone Fabric mod which does not require MCPatcher nor Optifine!\n\nOn top of that, CIT Resewn aims to build upon the concept of CITs by expanding the available types and conditions.\n\n### How is it different than MCPatcher/Optifine's CIT?\nCIT Resewn is intended to be fully backwards compatible with the old Optifine/MCPatcher packs. Though there are some key differences.\n\nFirst, the numeric id system was removed since the Flattening. Packs utilizing the so called \"magic numbers\" instead of the new text ids will not work.\n\nSecond, Optifine and old minecraft versions have a bug which allows resourcepacks to put files in malformatted(or \"broken\") paths. \nThese are paths that contain \"Non (lower cased) a-z, 0-9, dots, underscores and dashes\" characters within either the file name or its parent directories. In the case that you must use such a broken pack, there is a compromise set up which is still highly experimental and not recommended. You can go to CIT Resewn's settings and allow broken paths. (I'm serious, this is not recommended at all)\n\nLastly, to ensure compatibility with foreign packs, CITs will be loaded from .properties files under:\n`assets/minecraft/citresewn/cit`\n`assets/minecraft/optifine/cit`\n`assets/minecraft/mcpatcher/cit`\n\n### Does CIT Resewn support Optifine/Sodium?\nWhile CIT Resewn is designed to work without any performance mod needed, I will try my best to ensure it is compatible with Sodium.\n\nWith all that said, there will not be support for Optifine at all.\n\nThere were also discussions around Sodium alternatives such as Canvas. \nMy official statement on compatibility with these mods is \"if it works it works\" unless I say otherwise.\n\n### What about Forge?\nForge is being kinda doodoo recently and Fabric's Mixins is what allows the mod to inject cits into vanilla so smoothly.\n\nDo not ask for a forge port or I'll break your elbows.\n\n### 1.16/other versions?\nSee [Issues#120](https://github.com/SHsuperCM/CITResewn/issues/120)\n\nIf a version says it's for 1.x, it means it is aimed to work on all of 1.x's minor versions but specifically recommended for its listed minor version. \nWell not anymore! Thanks a lot mojank ._.\n\n\n[
](https://citresewn.shcm.io/)",
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"body": "# Custom Entity Models (but for Fabric)\n\nAn implementation of custom entity models heavily based off of Optifine's format that aims to achieve feature parity with Optifine's custom entity models.\n\n## Current State of this Mod\n\nThis mod is currently in ***ALPHA***, meaning that things *MAY* or *MAY NOT* work properly! There is absolutely no guarantee that things will work as intended or at all!\n\n## Installation\n\nCheck out [Modrinth](https://modrinth.com/mod/cem) page, the [CurseForge page](https://www.curseforge.com/minecraft/mc-mods/custom-entity-models-cem \"CurseForge Page\"), or\nbuild it yourself. This mod requires the installation of the [Fabric Loader](https://fabricmc.net/use/ \"Fabric Loader\"). If you want to configure this mod, the installation\nof [completeconfig](https://www.curseforge.com/minecraft/mc-mods/completeconfig \"completeconfig\")\nand [Cloth Config API](https://www.curseforge.com/minecraft/mc-mods/cloth-config \"cloth api\")\nare also required.\n\n## How to use\n\nThis mod loads .jem and .jpm files from \"assets/dorianpb/cem\" folder in resource packs. For resource packs intended to be used with Optifine, renaming \"\nassets/minecraft/optifine/cem\" to \"assets/dorianpb/cem\" should work fine. If you install the optional dependencies, this isn't necessary as there is an option within the\nconfig to just load from optifine's folder structure.\n\n## Discord Server Link\n\nJoin my discord server here: https://discord.gg/3qxFZm7Ycw\n\n## For resource pack devs\n\nThe file format for the .jem and .jpm is identical to the Optfine's (check out [here](https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/cem_model.txt \".jem\")\n, [here](https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/cem_part.txt \".jpm\"),\nand [here](https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/cem_animation.txt \"animations\")). The folder structures inside \"assets/dorianpb/cem\" does not matter.\nIf you want to assign a custom model for a creeper, you could put the file as \"assets/dorianpb/cem/creeper.jem\", \"assets/dorianpb/cem/creeper/creeper.jem\", \"\nassets/dorianpb/cem/za/waurdo/creeper.jem\", etc.\n\n## Differences\n\n* For now, only the following entities are supported (in alphabetical order):\n\t* Armor Stands\n\t* Banners\n\t* Bats\n\t* Bees\n\t* Blazes\n\t* Cats\n\t* Cows\n\t* Chicken\n\t* Creepers\n\t* Endermen\n\t* Ender Dragon (must be ender_dragon.jem, not dragon.jem)\n\t* Fish (just salmon for now)\n\t* Foxes\n\t* Ghasts\n\t* Guardians and Elder Guardians\n\t* Horses and their undead variants\n\t* Illagers (Evokers, Illusioners, Pillagers, and Vindicators)\n\t* Iron Golems\n\t* Magma Cubes\n\t* Minecarts (all variants)\n\t* Mooshrooms\n\t* Ocelots\n\t* Phantoms\n\t* Pigs\n\t* Piglins (including Piglin Brutes and Zombified Piglins)\n\t* Rabbits\n\t* Sheep\n\t* Skeletons and their variants (Wither Skeletons and Strays)\n\t* Slimes\n\t* Spiders (and Cave Spiders\n\t* Tridents\n\t* Villagers (and Zombie Villagers)\n\t* Wandering Traders\n\t* Witches\n\t* Wolves\n\t* Zombies and their variants (Husks, Drowned, and Giants)\n\n* Individual part textures are not supported (you can only specify texture and texture size in the .jem file).\n* Sprites are not supported.\n* The `attach` option is not supported.\n* This mod will auto create features like the charge aura around a creeper, and the pig's saddle model so that it fits with your custom model, which Optifine doesn't do\n\t* Mobs like Drowned support customization of their outer layers (drowned_outer.jem would work here).\n* Currently, the animations do behave slightly differently than optifine's, just enough to break some packs.\n\n## Licensing\n\nThis project is licensed with LGPL v3.0. Please don't repost this project anywhere without my written permission first.\n\n## Goals\n\n* Implement the rest of the entities\n* Make animations perfect\n* `attach` support\n* A better icon! This one succs\n\n## For mod devs\n\nIf your fabric mod creates new entities, you can add support for CEM without too much work! Look at net.dorianpb.external for an example implementation. Make sure to use the \"\ncem\" entrypoint.\n\n## Credits\n\n* dorianpb, for actually creating the mod\n* sp614x, for Optifine's CEM, which this mod is based on\n* Mojang, for actually creating Minecraft\n* The Zombie Pigman, whose restoration is the entirety of my motivation for this project\n* Anyone else who decides to contribute ([Look here](https://github.com/dorianpb/cem/graphs/contributors))",
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\n
\n
Context: OptiFine was a big part of Minecraft modding for a long time and has been causing errors with mods this entire time, it's closed source nature making it especially hard to work with as a mod developer. For that reason, a lot of alternatives have been created. But usually they only replicate one specific feature of OptiFine, meaning the user has to install a lot of mods and configure them by searching for the specific mod in ModMenu.
Puzzle was created to solve the latter by providing a united config for OptiFine replacement mods, built-in support for the most relevant alternatives and a API for other mods to take advantage of.
\n
Due to many OptiFine features still having no replacement mod, Puzzle also adds certain OptiFine features on it's own, like resourcepack-provided splash screens
\n
We also offer some new, innovative features to resourcepack developers, such as unlocked rotation values and bigger size for JSON-models. The configuration screen can be found in the vanilla options screen, as well as ModMenu.
\n
\n
\n
Currently, there is included support for the following mods:
\n\nPre-generates chunks, quickly, efficiently, and safely\n\n
Features
\n\n- Start one or several chunk generation tasks at the same time (if you want to leverage your CPU more)\n- Pause chunk generation tasks, saving them for later\n- Shows detailed information such as chunks processed, percent to completion, ETA, chunk processing rate, etc\n\n\n
Permissions
\n\nYou will need OP to use commands.\n\nOn a dedicated server, type op from the server console. If using single player, enable cheats.\n\n
Commands
\n\n\n**Task Management**\n\n**chunky start** *Starts a new chunk generation task from the current selection*\n\n**chunky pause** *Pauses the current chunk generation tasks, and saves progress*\n\n**chunky continue** *Continues running current or saved chunk generation tasks*\n\n**chunky cancel** *Stops the current chunk generation tasks, and cancels progress*\n\n**Selection**\n\n**chunky world [world]** *Sets the currently selected world*\n\n**chunky shape ** *Set the shape to generate*\n\n**chunky center ** *Sets the current center block location*\n\n**chunky radius ** *Sets the current radius*\n\n**chunky worldborder** *Set the center and radius to match the world border in the selected world*\n\n**chunky spawn** *Set the center to the spawn point*\n\n**chunky corners ** *Set the selection by corner coordinates*\n\n**chunky pattern ** *Set the preferred generation pattern*\n\n**chunky selection** *Display the current selection*\n\n**Miscellaneous**\n\n**chunky silent** *Toggle displaying update messages*\n\n**chunky quiet ** *Set the quiet interval in seconds for update messages*\n\n**chunky trim** *Delete chunks outside selection*\n\n
Examples
\n\n\n**Generate chunks centered on 0,0 with a 1000 block radius in the overworld**\n```\nchunky radius 1000\nchunky start\n```\n\n**Generate chunks centered on 100,-100 with a 5000 block radius in the nether**\n```\nchunky center 100 -100\nchunky radius 5000\nchunky world the_nether\nchunky start\n```\n\n**Set a world border at 0, 0 with a 10000 block radius and generate chunks inside**\n```\nworldborder center 0 0\nworldborder set 20000\nchunky worldborder\nchunky start\n```\n\n
\n\n\n\n# Debugify\n#### Debugify is a project that fixes **over 70** bugs found on the bug tracker in Minecraft.\n(and does nothing more!)\n\n[](https://wakatime.com/badge/github/W-OVERFLOW/Debugify)\n\n\n[](https://bisecthosting.com/xander)\n\n
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.
\n
Multiple zoom options.
\n
Two minimap shape options: square or circle.
\n
Runs smoother than a lot of minimap mods.
\n
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.
\n
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.
\n
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.
\n
Map shading customization with the \"Terrain Depth\" and \"Terrain Slopes\" settings.
\n
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.
\n
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.
\n
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.
\n
Translated to a lot of languages.
\n
Option to lock north to stop the minimap from rotating and instead display the direction of your character with an arrow.
\n
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.
\n
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.
\n
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.
\n
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.
\n
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).
\n
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.
\n
Togglable slime chunks mode. The chunks where slimes can spawn are marked with a green overlay.
\n
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.
\n
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.
\n
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.
\n
Displays players on the map as white dots or player heads. Can also be displayed as icons/heads. Check the \"Entity Radar\" settings.
\n
Displays items on the map as red dots. Check the \"Entity Radar\" settings.
\n
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.
\n
Options for displaying entity names on the minimapin the \"Entity Radar\" settings.
\n
Zoom in and out key bindings (I and O by default) to efficiently change the zoom level to fit your preference or use case.
\n
Coordinates under the minimap.
\n
Current biome name under the minimap. Disabled by default and needs to be enabled in the mod settings (press Y).
\n
Light level under the minimap. Also disabled by default and needs to be enabled in the mod settings (press Y).
\n
Current game time under the minimap. Disabled by default. You can choose between the 12 hour and the 24 hour formats.
\n
Current camera angles under the minimap. Disabled by default.
\n
Setting to hide/unhide all waypoint coordinates from all UI screens. Can be useful for streams/videos.
\n
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.
\n
A LOT MORE SETTINGS. Too many to list them all here. Press Y in game to open the settings and take a look.
\n
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.
\n\n## FAQ\n\n### Why does waypoint teleportation not work for me?\n\n
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.
\n
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.
\n
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.
\n\n### Why are my waypoints no longer shown for a specific server?\n\n
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.
\n
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.
\n
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.
\n
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.
\n
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:
\n
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?
\n
2. Use Options -> Make sub-world auto.
\n
3. Do the same for every dimension (enter the dimensions before doing it!).
\n
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!
\n\n### How do I add my own entity icons or override the default ones?\n\n
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.
\n
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.
\n
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.
\n
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.
Using it in your modpacks is allowed with the following conditions:
\n
\n
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.
\n
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.
\n
The name and/or description of the modpack must not be easily confused with the names/descriptions of my mods.
\n
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.
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.
\n
The mod is still in development! Please report any bugs that you encounter or otherwise they probably won't get fixed.
\n
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.
\n
Works in Singleplayer, Multiplayer and on Realms.
\n
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.
\n
Optional automatic multiple world detection on servers.
\n
Displays chunk claims and ally players from the Open Parties and Claims mod. Lets you claim or forceload chunks directly from the map.
\n
Resource pack support. Changing the resource packs causes the whole world map to regenerate.
\n
Cave dimensions support (for example the Nether).
\n
Optional vanilla maps mode, which makes the world map look like the vanilla paper maps.
\n
Terrain shading customization.
\n
\"Footsteps\" that show you your most recent path taken.
\n
Settings that can help improve the performance of the mod when necessary. Although in most cases the mod should perform great by default.
\n
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.
\n
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.
\n
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.
\n
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!
\n
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.
\n\n## FAQ\n\n### How do I restore pre 1.30 update Nether maps in multiplayer to be displayed in the \"full\" cave mode type?\n\n
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.
\n\n### How do I set up cave mode to behave like it used to pre 1.30 before cave mode was introduced?\n\n
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.
\n
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.
\n\n### Why does right-click teleportation not work for me?\n\nThe 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.\n\n### How do I discover the map without manually walking?\n\n
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, there is no official way to do that. Copying cache from a singleplayer map will not work.
\n\n### Why are multiple worlds on the same server address/IP using and writing to the same map?\n\n
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.
\n\n### Why does the world map ask for confirmation?\n\n
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.
\n\n### Why can't I see my minimap waypoints on a server after the installation of the world map?\n\n
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.
\n\n### Why has my world map \"reset\" for a specific server?\n\n
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.
\n
Old map is not in the map menu? This can mean 2 things: the server address has changed or the dimension IDs have changed.
\n
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.
\n
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.
\n
Message me or leave a comment if you have questions!
\n
Here's the old explanation if you can't update the mod to 1.6.1 or newer:
\n
\n
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):
\n
Make sure Minecraft is NOT RUNNING.
\n
1. Go to the game directory
\n
2. Go to the XaeroWorldMap directory
\n
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.
\n
4. Open the overworld directory (_null).
\n
5. You should see multiple directories that start with mw.
\n
6. Find the one that is the biggest in file size. Copy the name of it somewhere so you don't lose it.
\n
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.
\n
8. Rename the directory from step 6 to the name of the backed up directory from step 7.
\n
9. Open Minecraft and test if the overworld world map is back.
\n
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.
\n
11. Rename and backup the directories with the same names as overworld for every other dimension that you'd like to restore.
\n
Contact me if you have questions!
\n
\n\n### Why have my waypoints not restored after restoring the map?\n\n
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.
\n
You are allowed to make videos using this mod.
\n
Using it in your modpacks is allowed with the following conditions:
\n
\n
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.
\n
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.
\n
The name and/or description of the modpack must not be easily confused with the names/descriptions of my mods.
\n
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.
\n\n\n\n# YetAnotherConfigLib\n\n\n[](https://www.oracle.com/news/announcement/oracle-releases-java-17-2021-09-14)\n[](https://short.isxander.dev/discord)\n\n[](https://modrinth.com/mod/yacl)\n[](https://curseforge.com/minecraft/mc-mods/yacl)\n\n[](https://ko-fi.com/isxander)\n\nYet Another Config Lib, like, what were you expecting?\n \n[](https://bisecthosting.com/xander)\n\n
\n\n## Why does this mod even exist?\n\nThis 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:\n\n- **[Cloth Config API](https://modrinth.com/mod/cloth-config)**: **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](https://user-images.githubusercontent.com/43245524/206530322-3ae46008-5356-468e-9a73-63b859364d4e.png))\n- **[SpruceUI](https://github.com/LambdAurora/SpruceUI)**: **It isn't designed for configuration.** In this essence the design feels cluttered. Further details available in [this issue](https://github.com/isXander/Zoomify/issues/85).\n- **[MidnightLib](https://modrinth.com/mod/midnightlib)**: **It has cosmetics among other utilities.** It may not be large but some players (including me) wouldn't want cosmetics out of nowhere.\n- **[OwoLib](https://modrinth.com/mod/owo-lib)**: **It's content focused.** It does a lot of other things as well as config, adding to the size.\n\nAs you can see, there's sadly a drawback with all of them and this is where YetAnotherConfigLib comes in.\n\n## How is YACL better?\n\nYACL has the favour of hindsight. Whilst developing this fresh library, I can make sure that it does everything right:\n\n- **Client sided library.** YACL is built for client mods only, making it a smaller size.\n- **Easy API.** YACL takes inspiration from [Sodium's](https://modrinth.com/mod/sodium) internal configuration library.\n- **It's styled to fit in Minecraft.** YACL's GUI is designed to fit right in.\n\n## Usage\n\n[The wiki](https://github.com/isXander/YetAnotherConfigLib/wiki/Usage) contains a full documentation on how to use YACL.\n\n## Screenshots\n\n
\n\n## License\n\nThis mod is under the [GNU Lesser General Public License, v3.0](LICENSE).\n",
"published": "2022-09-02T11:05:20.777780Z",
"updated": "2023-07-24T15:18:47.806903Z",
"status": "approved",
"license": {
"id": "LGPL-3.0-or-later",
"name": "GNU Lesser General Public License v3.0 only"
},
"client_side": "required",
"server_side": "optional",
"categories": [
"library",
"management",
"utility"
],
"icon_url": "https://cdn.modrinth.com/data/1eAoo2KR/1e43d5714f87ac6b20622e73b3ba7209be5ebafb.png",
"issues_url": "https://github.com/isXander/YetAnotherConfigLib/issues",
"source_url": "https://github.com/isXander/YetAnotherConfigLib",
"wiki_url": "https://docs.isxander.dev/yet-another-config-lib",
"discord_url": "https://short.isxander.dev/discord",
"donation_urls": [
{
"id": "ko-fi",
"platform": "Ko-fi",
"url": "https://ko-fi.com/isxander"
}
],
"gallery": [
{
"url": "https://cdn.modrinth.com/data/1eAoo2KR/images/2f8ecdf72f4dabd147feeb53676e295a134a8b80.png",
"featured": true,
"title": "GUI",
"created": "2022-09-03T16:22:41.181669Z",
"ordering": 0.0
}
]
},
"modrinthVersion": {
"id": "3HHSMwA9",
"project_id": "1eAoo2KR",
"author_id": "nyx2i4fB",
"name": "3.1.0+1.19.4 (Fabric)",
"version_number": "3.1.0+1.19.4-fabric",
"changelog": "# YetAnotherConfigLib 3.1.0 for 1.19.4\n\n## API Changes\n\n### `ListOption` changes\n\nA PR by [Crendgrim](https://github.com/isXander/YetAnotherConfigLib/pull/89) - thanks a lot!\n\n- Allow to specify size limits for option lists.\n - This allows to set a minimum and maximum length for the option list with the `minimumNumberOfEntries`\n and `maximumNumberOfEntries` builder methods.\n- Allow \"reversed\" lists that add new options at their end.\n - List options until now always grew at the top. This patch allows you to manipulate this behaviour with the\n `insertEntriesAtEnd` builder method.\n\n### `ImageRenderer` changes\n\nAdded a `tick()` method to image renderers that allows to update the image in a regular interval.\n\n## Bug Fixes\n\n- Fixed a bug where image renderers were rendered twice per frame.\n- Updated the ImageIO dependency to fix sometimes buggy animated WebP rendering.\n- Fixed the name of the list being rendered on every entry of said list.\n\n## Language Updates\n\n- Added Tatar translation (by [Amirhan-Taipovjan-Greatest-I](https://github.com/isXander/YetAnotherConfigLib/pull/90))\n",
"date_published": "2023-07-24T15:17:26.571197Z",
"version_type": "release",
"files": [
{
"hashes": {
"sha512": "90b67df8609c9758747905ac2e53053e981585dbfc60dbf7ff7b66da3c98ae882c01eb9c1b671fc28228e2bee1812ea59461aaa5d0cdd3bf729c974fc4e6be93",
"sha1": "ed5571926a68906eac5dcb5c52752f5f71dfe6e2"
},
"url": "https://cdn.modrinth.com/data/1eAoo2KR/versions/3HHSMwA9/yet-another-config-lib-fabric-3.1.0%2B1.19.4.jar",
"filename": "yet-another-config-lib-fabric-3.1.0+1.19.4.jar",
"primary": true,
"size": 994333
}
],
"dependencies": [],
"game_versions": [
"1.19.4"
],
"loaders": [
"fabric",
"quilt"
]
}
},
{
"name": "Zoomify",
"version": "2.9.4",
"optional": true,
"file": "Zoomify-2.9.4.jar",
"type": "mods",
"description": "A zoom mod with infinite customizability.",
"disabled": false,
"userAdded": true,
"wasSelected": true,
"skipped": false,
"curseForgeProjectId": 574741,
"curseForgeFileId": 4493431,
"curseForgeProject": {
"id": 574741,
"name": "Zoomify",
"authors": [
{
"id": 101830403,
"name": "XanderIsDev",
"url": "https://www.curseforge.com/members/101830403-xanderisdev?username=xanderisdev"
}
],
"gameId": 432,
"summary": "A zoom mod with infinite customizability.",
"categories": [
{
"name": "Utility & QoL",
"slug": "utility-qol",
"url": "https://www.curseforge.com/minecraft/mc-mods/utility-qol",
"dateModified": "2021-11-17T11:45:09.143Z",
"gameId": 432,
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\n\n\n\n# Zoomify\n\n[](https://fabricmc.net)\n\n[](https://short.isxander.dev/discord)\n\n[](https://modrinth.com/mod/zoomify)\n[](https://curseforge.com/minecraft/mc-mods/zoomify)\n\n[](https://ko-fi.com/isxander)\n\n*A zoom mod with infinite customizability.*\n\nZoomify aims to provide the easiest, most configurable and most sexy looking zoom mod you will ever find.\n\n\n\n[](https://bisecthosting.com/xander)\n\n
\n\n## How to use\n### Keybind\nInitially, Minecraft has a keybind that overrides Zoomify by default.\nGo to the controls menu and make sure the Zoomify keybind (default `C`)\nisn't conflicting (goes red).\n\n### Open settings menu\nYou can access the settings menu with two ways.\n\n- The client command `/zoomify`\n- [Mod Menu](https://modrinth.com/mod/modmenu) settings button\n\n## Features\n### Scroll Zoom\nYou can zoom in further using your scroll wheel.\n\n\n\n### Spyglass Integration\nYou can configure Zoomify to only be able to zoom in when you are holding or carrying a spyglass.\nOr even just override the spyglass zoom with Zoomify!\n\nShow the spyglass overlay and play spyglass sound effects when using Zoomify.\n\n\n\n### Transitions\n**14 different** transitions to choose from!\n\n- Instant\n- Linear\n- [Ease in Sine](https://easings.net/#easeInSine)\n- [Ease out Sine](https://easings.net/#easeOutSine)\n- [Ease in/out Sine](https://easings.net/#easeInOutSine)\n- [Ease in Quad](https://easings.net/#easeInQuad)\n- [Ease out Quad](https://easings.net/#easeOutQuad)\n- [Ease in/out Quad](https://easings.net/#easeInOutQuad)\n- [Ease in Cubic](https://easings.net/#easeInCubic)\n- [Ease out Cubic](https://easings.net/#easeOutCubic)\n- [Ease in/out Cubic](https://easings.net/#easeInOutCubic)\n- [Ease in Exponential](https://easings.net/#easeInExp)\n- [Ease out Exponential](https://easings.net/#easeOutExp)\n- [Ease in/out Exponential](https://easings.net/#easeInOutExp)\n\nYou can even pick what transition you would like for zooming in and out individually!\n\n\n\n### Relative Sensitivity\nReduce your mouse sensitivity based on the amount of zoom,\nso you have fine control over your player.\n\n\n\n### Relative View Bobbing\nReduce the view bobbing effect based on the amount of zoom,\nso you can walk and zoom at the same time!\n\n\n\n### Cinematic Camera\nMake the mouse/camera smooth, like the zoom in [OptiFine](https://www.optifine.net).\n\n\n\n### Affect Hand FOV\nTurn off this setting to prevent your hand from also being zoomed in!\n\n\n\n### Secondary Zoom\n\nCompletely separate zoom from normal Zoomify.\nAimed for content creators, features `Hide HUD While Zooming` option and longer zoom in times.\n\n\n\n### Presets\n\nYou can reset to default, make Zoomify behave like OptiFine and others!\n\n### Smart Keybinding Detection\n\nOn first launch, if a keybinding is conflicting with Zoomify's zoom, a notification will appear notifying them of this.\n\n\n\n### Highly configurable\nAbsolutely **NO** hard-coded values. Everything about your zoom is configurable!\n\n### Control the zoom speed with seconds\nInstead of some stupid arbitrary value such as zoom speed, you can pick\nthe exact amount of seconds it will take to zoom in, with a separate setting for zooming out.\n\n### Credits\n- [Xander](https://github.com/isXander) - Developer\n- [MoonTidez](https://github.com/MoonTidez) - Logo designer\n\n#### Translators\nLanguages in alphabetical order\n\n- [神枪968](https://github.com/GodGun968) - 简体中文 / Chinese (Simplified)\n- [Xander](https://github.com/isXander) - English (United Kingdom)\n- [Madis0](https://github.com/Madis0) - eesti keel / Estonian\n- [co-91](https://github.com/co-91) - 日本語 / Japanese\n- [Rodrigo Appelt](https://github.com/Agentew04) - Português / Portuguese\n- [SyberiaK](https://github.com/SyberiaK) - Русский / Russian\n- [Felix14-v2](https://github.com/Felix14-v2) - Русский / Russian\n- [Zetsphiron](https://github.com/Zetsphiron) - Español (mexicano) / Spanish (Mexico)\n- [Zetsphiron](https://github.com/Zetsphiron) - Español (españa) / Spanish (Spain)\n- [localfossa](https://github.com/localfossa) - Türkçe / Turkish\n- [Im Vietnam](https://github.com/ImVietnam) - Tiếng Việt / Vietnamese\n",
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\n\n\n\n# Entity Model Features\n \n[](https://modrinth.com/mod/entity-model-features)\n[](https://curseforge.com/minecraft/mc-mods/entity-model-features)\n\n[](https://modrinth.com/mods?e=client)\n[](https://discord.com/invite/rURmwrzUcz)\n\n[](https://ko-fi.com/traben)\n\nEntity 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.\n\n\n\n
\n\n## ⚠️ 🚧 Work in Progress!\n\nEMF is in a beta stage, meaning some things will probably work, but is expected for many not to. Before reporting an issue, make sure to read [the roadmap](README.md#Roadmap) and check [the active issues](https://github.com/Traben-0/Entity_Model_Features/issues). If your issue is mentioned there, don't report it and wait for it to be implemented. If not, report it in the [Issues section](https://github.com/Traben-0/Entity_Model_Features/issues/new/choose).\n\n## Recommended mods\nPlease also install the below mods if you can, the obvious ones such as Sodium are not mentioned.\n\nIt should also go without saying EMF is incompatible with dorianpb's CEM and OptiFabric.\n#### highly recommended\n- [Entity Texture Features (ETF)](https://modrinth.com/mod/entitytexturefeatures): \n EMF uses several features from my other mod ETF so it is recommended *(and will one day soon be mandatory for some things I have planned)*\n\n- [Entity Culling](https://modrinth.com/mod/entityculling): This mod does wonders for reducing entity rendering lag, doing even more than Sodium's included entity culling. I cannot recommend this enough.\n\n#### Optional\n- [YetAnotherConfigLib (YACL)](https://modrinth.com/mod/yacl): EMF fabric uses YACL to create a settings screen for the time being, eventually it'll copy the ETF config screens to display on forge and fabric\n\n## Fresh Animations?\n\n\n\nSince EMF is in beta, not everything works. However, the brilliant [Fresh Animations](https://www.planetminecraft.com/texture-pack/fresh-animations-v1-0/) resource pack works out of the box, as it was the primary focus for this mod, no fork/pack editing required. \n\nThe addon packs for FA 1.8 is still quite broken with EMF in its current state: \n\nEverything else in FA works!\n\n\n## Roadmap\n\n*(these are roughly in order but are all subject to change at any time during development)*\n\n- [X] `.jem` loading \n- [X] Model animations\n- [X] Random models\n- [ ] Re-add model overrides as the beta currently injects into the vanilla models *(this will likely substantially fix many reported compatibility issues)*\n- [ ] Re-add texture overrides\n- [ ] Support for Wither, Ender Dragon, block entity, minecart and boat models\n- [ ] Support modded mob `.jem` models\n- [ ] Add an optional EMF/CEM overriding directory for models to account for EMF differences\n- [ ] Fix `attach = true` cases\n- [ ] Position `.jpm`s correctly\n- [ ] Fix remaining model issues\n- [ ] Sprite support\n- [ ] Full parity with OptiFine CEM\n- [ ] Backport to still commonly used older MC versions e.g. 1.16\n\n\n### EMF _exclusive_ features\n\n- Custom armor models for bipeds \n`File names: \"MOBNAME_inner_armor.jem\" & \"MOBNAME_outer_armor.jem\"`\n- Player skin CEM support including animations, including slim skin! \n[[Example player model pack without animations]](https://github.com/Traben-0/Entity_Model_Features/raw/master/Vanilla_player_models_No_animations.zip)\n`File names: \"player.jem\" & \"player_slim.jem\"`\n- The `is_climbing` animation variable 😈\n\n## FAQ\n\n**Q:** What's different between EMF and dorianpb's [CEM](https://modrinth.com/mod/cem)?\n\n> **A:** OptiFine CEM is a tricky and time-consuming thing to reproduce, with all of its weird quirks, both EMF and dorianpb's CEM can be entirely broken depending on the resource pack models loaded.\n\n> Keeping this in mind, EMF was built with a primary focus on Fresh Animations as the working goal. It's the reason why FA works better than most other resource packs in EMF, without need for a fork or an alternative resource pack. EMF also utilises ETF's random property reading to enable support for random entity models, mimicing the latest OptiFine behaviour.\n\n> For all other packs you might find one mod or the other works best for the time being. I **do intend** to close the gap between EMF and OptiFine but it has proven to be quite difficult (There is a reason these mods have taken a while to be functional on Fabric 💀)\n\n> (P.S: I also really wanted custom player model & animation support, which EMF adds :P)\n\n**Q:** Do all CEM resource packs work?\n\n> **A:** Not yet, but that's the plan.\n\n**Q:** Why is OptiFine CEM so hard to reproduce?\n\n> **A:** Customizing and changing entity models in Minecraft with a mod is actually quite easy to do when you know what to do (I pretty much had custom models loading within the first few hours of work on this mod). However, OptiFine does things quite differently, in a confusing way at times. So, reverse engineering is essential, and _quite_ hard. EMF attempts to add all CEM features while being compatible as much as possible.\n\n**Q:** Backports?\n\n> **A:** Once EMF reaches a stable state, backports will then be made regularly, to still popular Minecraft versions such as 1.16.\n\n## License\n\nEMF is licensed under the [GNU Lesser Public License](LICENSE), version 3.0\n",
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"body": "\n\n# Entity Texture Features\n\n[](https://modrinth.com/mods?e=client)\n[](https://discord.gg/invite/rURmwrzUcz)\n\n[](https://ko-fi.com/traben)\n\n## 🤔 What does this mod do?\n\nETF is a Fabric (Quilt compatible) & Forge mod that adds many new _Entity Texture Features_, including entity and player skin features!\nThis 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](https://lambdaurora.dev/optifine_alternatives), made by LambdaAurora, **or** you can use the [Fabulously Optimized modpack](https://modrinth.com/modpack/fabulously-optimized), which includes **all** the OptiFine parity mods!\n\n### Featuring:\n\n- [🎲](https://github.com/Traben-0/Entity_Texture_Features/blob/master/.github/README-assets/RANDOM_GUIDE.md) Custom & random entity textures with the OptiFine format, including even more properties!\n- [💡](https://github.com/Traben-0/Entity_Texture_Features/blob/master/.github/README-assets/EMISSIVE_GUIDE.md) Emissive/glowing entity textures with the OptiFine format\n- [😑️](https://github.com/Traben-0/Entity_Texture_Features/blob/master/.github/README.md#-blinking-textures) Blinking mobs\n- [🎨](https://github.com/Traben-0/Entity_Texture_Features/blob/master/.github/README-assets/SKIN_GUIDE.md) Player skin features\n\n## Compatibility\n\n- OptiFine's random/custom or emissive entity resource packs - **Fully compatable**\n- [Entity Model Features (EMF)](https://modrinth.com/mod/entity-model-features) - **Fully compatible**\n- [dorianpb's CEM mod](https://modrinth.com/mod/cem) - **Fully compatible**\n- [Sodium](https://modrinth.com/mod/sodium) - **Fully compatible**\n- [Iris Shaders](https://modrinth.com/mod/iris) - **Fully compatible** (Support varies depending on the shader)\n- Mod added entities - **Compatible** (Only if the mod creator used the vanilla rendering code to render their mobs)\n\n## Settings & configuration\n\n- Settings can be changed in-game using [Mod Menu](https://modrinth.com/mod/modmenu), the settings button in the resource pack screen, or by editing the config file, located under `config/entity_texture_features.json`\n- A few of these options can also be changed via the [Puzzle mod](https://modrinth.com/mod/puzzle)\n\n\n\n## Mod support\n\n- This mod should be compatible with any mod added entities as long as they extend `LivingEntityRenderer` class for rendering and utilise it correctly\n- 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())`. \n\n## FAQ\n\n My entities are invisible/broken!\n\n> 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](https://modrinth.com/mod/entity-model-features) 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.\n\n Blocks and items are not emissive!\n\n> ETF does not support emissive block and item texture, for that you'll need to install [Continuity](https://modrinth.com/mod/continuity).\n\n My game is lagging, help!\n\n> 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.\n\n It doesn't work!\n\n> 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.\n 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](https://github.com/Traben-0/Entity_Texture_Features/issues/new?assignees=Traben-0&labels=bug&template=bug_report.md&title=%5BBUG%5D+%22short+issue+description%22) or get support in the Discord server (linked on the top of the page).\n\n> Emissives are broken with Complimentary shaders, what do I do?\n\n>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.\n\n My question isn't here!\n\n> Feel free to check ETF's [Discord](https://discord.gg/invite/rURmwrzUcz) to ask your questions or check the FAQ there :)\n\n## Change log\n\n [Changelog](https://github.com/Traben-0/Entity_Texture_Features/blob/master/common/CHANGELOG.md).\n\n## License\n\nThis mod is under the [GNU Lesser General Public License, v3.0](https://github.com/Traben-0/Entity_Texture_Features/blob/master/LICENSE).\n",
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"body": "LazyDFU is an optimization mod for Minecraft that defers unnecessary initialization work so that it is only performed if required. Specifically, it makes the initialization of DataFixerUpper \"lazy\" - that is, it will not immediately create the rules required to migrate data from older versions of Minecraft to newer versions until it actually needs to do so.\n\n**This mod is for Fabric/Quilt**\n\n## Compatibility\n\nLazyDFU 0.1.2 is compatible with Minecraft 1.14 through 1.18.2, and works on the client and server side.\n\nLazyDFU 0.1.3 is compatible with Minecraft 1.19 and above, however Mojang now implements the functionality LazyDFU provides on the server side. The client still initializes all DFU rules by default, so LazyDFU hooks into the native client functionality that enables DFU rule baking and turns it into a no-op.\n\n**As of Minecraft 1.19.4 and above, however, Mojang has significantly optimized DFU initialization enough that this mod is no longer necessary in many configurations. It will continue to be supported for older versions of Minecraft.**\n\n## Sponsor me!\n\nDid this mod make Minecraft playable for you? [Chip in a bit of money](https://github.com/sponsors/astei) so I can continue developing it.\n\n## Why does it work?\n\nDataFixerUpper (often abbreviated to DFU) is the Minecraft component responsible for handling world upgrades from older versions of Minecraft to newer versions. DFU is initialized very early in the Minecraft startup process - in fact, it's initialized before the game window even appears. It is laughably overengineered and very slow, but it's what Mojang gives us to work with.\n\nAs part of the DFU initialization process, it caches rules required to convert from older versions to MInecraft through every version in between, up to the version of the game being launched. This process takes place in the background, but it is _extremely_ slow, as it is both CPU and memory intensive. With Minecraft 1.16.5, I have measured this process take 9 seconds on a Ryzen 9 3900X desktop (a high-end desktop CPU released in 2019) and 57 seconds on a laptop with an i5-8250U (a mid-range laptop chip from 2017).\n\nAll LazyDFU does is stop this process - it lets DFU initialize, but it will force it to not cache all these rules. As a result, the DFU rules are only compiled when a world needs to be converted. This means it is possible you may see lag spikes if LazyDFU forces the game to compile migration rules, but once complete there is no performance penalty.\n\n## Prove it to me\n\nI [recorded a video](https://www.youtube.com/watch?v=gXDqJ598kKA) that shows you how effective LazyDFU is.\n\n## Comparing it to other mods\n\nIn comparison to other mods, LazyDFU has the primary advantage of being _simple_, _safe_, and having _low impact_ on the game.\n\n* LazyDFU is a very simple mod. The entire mod is about a dozen lines of code, about as uncomplicated as a mod can get, while still delivering huge benefits. (This means it's also an ideal mod to use to experiment with a new Mixin platform!)\n* LazyDFU is highly compatible and safe. LazyDFU is extremely unlikely to conflict with other mods. This mod is based on a similar patch in [Paper](https://papermc.io) that had been in use for over a year with no reported issues with migrating to newer versions of Minecraft. (Paper has since changed to replacing Mojang's data fixers with a highly optimized implementation of its own.)",
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"body": "## Enhanced Block Entities\n\nEBE is a **100% client side** Minecraft mod for the **[Fabric](https://fabricmc.net/use/)** mod loader which aims to increase the performance of block entity rendering, as well as offer customizability via resource packs.
\n**How does it work?** EBE Makes some block entities use baked block models rather than laggy entity models.
\n**Is it just an optimization mod?** EBE isn't *just* an optimization mod, some side effects of its optimizations are many visual improvements. \nThese may include:\n- Smooth lighting on block entities\n- Being able to remodel block entities with block models\n- Toggling features like christmas chests\n- Being able to see block entities from as far away as possible\n
\n\n**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.
\n**Can I use it with Sodium?** Yes you can, but for this you are **required** to install [Indium](https://modrinth.com/mod/indium) as well.
\n\n\n## FAQ and Help\n\n**Q: I need help with the mod/need to report a bug!** \n**A:** If you're having trouble setting up the mod or using it alongside other mods, I'd recommend you join our [Discord Server](https://discord.gg/7Aw3y4RtY9) 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)
\n\n**Q: Does this mod glitch the chest animation or turn chests invisible?**\n**A:** This bug has been completely eradicated in EBE versions 0.5 and above. If the issue still persists (it shouldn't), leave an issue on GitHub or join the [Discord Server](https://discord.gg/7Aw3y4RtY9).
\n\n**Q: My chests are still invisible!** \n**A:** You're likely using a Sodium version lower than 0.5, which doesn't support certain Fabric Rendering features by default. If you need to use a Sodium version lower than 0.5 with EBE, you should install [Indium](https://modrinth.com/mod/indium).
\n\n**Q: How is this different from [FastChest](https://www.curseforge.com/minecraft/mc-mods/fastchest)?** \n**A:** FastChest does not preserve chest animations, and only optimizes chests (in a similar way to EBE). EBE also optimizes other block entities:\n- Ender Chests\n- Signs\n- Bells\n- Beds\n- Shulker Boxes\n
\n\n## FPS Boost\nRendering 1700 chests:\n### Vanilla\n\n### With EBE\n \nA 155% frame rate increase!\n\n## Resource Packs\nHere's an example of how you can customize chests with resource packs using EBE.
\n\n> A data pack for 1.14x-1.20x\n\n## Features\n\nHostile mobs dig out of the ground or poof into existence when they spawn.\n\n**Works with:**\nZombies, Husks, Drowned, Skeletons, Strays, Spiders, Cave Spiders, Creepers, Slimes, Magma Cubes, Wither Skeletons, Hoglins, Zombified Piglins, Striders, Enderman and Giants.\n\nThis data pack is designed to be as unintrusive as possible. Hidden entities including their worn armor and tools will only be invisible and silent.\n\n[-> For available settings and customization, take a look at the wiki <-](https://github.com/Tschipcraft/spawnanimations/wiki)\n\nMore animations are planned for v2.0.\n\n## Installation\n\nDecide if you want to download the pack as a pure data pack [DP] or packaged as a mod [Mod]. \nPut the pure data pack .zip file into the `datapacks` folder of your Minecraft world, or the mod into your `.minecraft/mods` folder.\n\n## Manage\n\nTo check for updates, use `/trigger tschipcraft.menu` and hit the Check for Updates button. There is also a **Reset** and an **Uninstall** button.\n\n## Demo GIFs\n\n\nClick here to expand\n\n\n\n\n## Compatibility\n\n\n\nFor Minecraft 1.14, 1.15 or 1.16 use [a legacy version](https://github.com/Tschipcraft/spawnanimations/tree/master/other_editions).\n\n\n## External Links\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n",
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\n
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\n
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📖 About:
\n
Forge Config API Port is a modding library for the Fabric ecosystem providing the whole Forge config api. If you are a user, this means this mod does nothing on it's own and you should only install it when using another mod that depends on it.
This port became necessary as I wasn't able to find an existing config api on Fabric which suited my needs, also I have a bunch of code built on top of Forge's api, so just porting the api was the easiest solution. Any other dev seeking to use the Forge config api on Fabric to maintain their project(s) on both loaders is welcome to use this library. Instructions on how to add Forge Config API Port to your development workspace can be found on the GitHub page.
\n
If you're using a multiloader Gradle setup for your workspace, e.g. as demonstrated here by Jared, Forge Config API Port is especially useful, as it can be directly added to the common sub project, so that all Forge config features can be used in any sub project, mod loader specific code only being required once when registering configs. It's really neat, believe me!
\n
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, COMMON, 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.
\n
Default in-game configuration will be added when the related PR is finalized and merged into Forge. Since the approach the Forge team is taking for configs screens is rather basic, I'm also planning on providing my Config Menus for Forge mod for Fabric, to offer in-game configuration in a more user-friendly and feature packed manner.
\n
More information concerning the licensing of this project and additional information for other developers can be found on the GitHub repo.
\n
\n
🏆 Credits:
\n
Developing Forge Config API Port was helped and inspired by:
\n
\n
The whole Forge team, they really did a great job putting together this config api for Forge.
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.
\n
This mod doesn't do anything on its own, so install it only when you also use another one of my mods.
\n
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.
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\n
\n
\n
\n
\n
\n
📖 About:
\n
The Better Animations Collection aims to improve the atmosphere of Minecraft by changing the in-game models to allow for better animations and subtle effects. It seeks to give a more realistic feel to parts of the game that can benefit from it, like simulating physics and making model parts move that normally don't.
\n
\n
📚 Contents:
\n
Wiggly Ghast Tentacles divides ghast tentacles into parts and makes them wiggle realistically, like those tentacle monsters you always see at the movies. Makes them a little more scary, but ultimately nicer to look at.
\n
Squiggly Squid Tentacles gives a jellyfish-like effect to the swimming animation of squids. Also makes their tentacles flow more while moving.
\n
Playful Doggy changes wolf tails to be fluffier and flowier, wagging realistically while they stand and run. Also makes tamed wolves lie down instead of sitting. Hold up some meat and they'll roll over, too.
\n
Flowy Ocelot Tail takes away the stick tails of the current ocelots and gives them something nicer instead. Fully animated flowing tails that move while they stand or run.
\n
Curly Cat Tail brings those beautiful animated flowing tails ocelots are so proud to have to cats as well. And that's not all; they even curl around their bodies when they sit!
\n
Oinky Pig adds a very subtle animation, makes a pig's snout move when it oinks. It only moves up and down ever so slightly, but it's there. Just a little bit more life for your livestock. And don't you forget about the floaty ears! Pretty big for such a small animal.
\n
Wobbly Cow Udder makes the udders on cows wobble around when they walk. Also makes their udders have nipples, but if you're sensitive to that kind of thing those can be deactivated.
\n
Bucka Bucka Chicken makes chicken's bills open and close when they cluck. The bill is also a lot more slim, so no more confusing chickens with ducks! And when they strut their heads move back and forth, the wattles under the bill swing around and their wings flap a little. Just like the real deal!
\n
Wiggly Villager Nose does a subtle change, this makes villagers wiggle their big noses whenever they make their unique \"hmmm\" sound! It's a small change, but who doesn't get a kick out of it?
\n
Wiggly Iron Golem Nose is exactly the same as above, except for iron golems! Since they don't make any noise the nose wiggles around when they're hurt instead.
\n
Jiggly Liquidy Slime brings a pleasing visual change: This makes the insides of slimes flow around like liquid. They splish-splosh about even more when they jump. The eyes, the mouth, and the core itself all move independently.
\n
Magma Cube Burger adds a custom death animation to magma cubes, which causes their bodies to form into a pile of steamy, delicious hamburger patties when they die. Unfortunately, you can't eat them because they're way too hot.
\n
Spider Knees are a truly stunning visual addition. Spiders now finally have the knees they've always dreamed of. Also affects cave spiders.
\n
Wobbly Creeper wakes some memories of that very popular music video from way back in the day by the one and only CaptainSparklez. Remember the really cute wobbly Creeper? Well, it's in the game now. The full thing, the real deal, exactly like the video. Probably the best custom animation in the entire collection.
\n
Arm Flailing Enderman makes an angry enderman wave its arms around wildly while chasing its target. Suits their twisted nature very well: wacky waving inflatable arm flailing tube endermen!
\n
Animated Snow Man Stick makes a snowman's arm swing when it throws a snowball.
\n
Kneeling Sheep is pretty kneat. It makes sheep actually bend down to eat grass. It's no longer just their head lowering, their whole body lowers down to get a sweet sample of that succulent cellulose. Did you notice their KNEES bend, too when they kneel?
\n
Familiar Horse makes horses more lively again, just like they used to be in older versions. Does this by adding back their mouth and knees while staying true to the vanilla model style.
\n
Spitful Llama makes llamas open their mouth when spitting. How have they been doing that before?!
\n
Bending Humanoid Knees makes the knees of zombie-like as well as piglin-like mobs bend when they walk around. Looks pretty fluid and nice. You'll like it, trust me.
Q: How do I configure this mod? A: Install my Config Menus for Forge mod and do it directly in-game!
\n
Q: Does this work with custom resource packs? A: Yes! Everything in the Better Animations Collection is constructed from vanilla resources, not a single additional texture is used.
\n
\n
🏆 Credits:
\n
Developing the Better Animations Collection was helped and inspired by:
\n
\n
KodaichiZero basically gets all the credit for creating these awesome models and animations as part of the original Better Animations Collection for Minecraft 1.2.5 so many years ago. Written permission for continuing to work on the project can be found here.
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"body": "# LambDynamicLights\n\n\n[](https://raw.githubusercontent.com/LambdAurora/LambDynamicLights/1.19/LICENSE)\n\n[![Mod loader: Fabric]][fabric] \n\nA dynamic lights mod for Quilt and Fabric.\n\n## 📖 What's this mod?\n\nIt's dark outside, extremely dark...\nYou can't see a lot in the darkness, you wish you had a torch,\nor a lantern to hold and see in the light...\n\nAnd this is now possible with this mod as it adds dynamic lights to the game.\nYou can see in the darkness thanks to your torch now!\n\nThis mod adds dynamic lights to Minecraft. Dynamic lights are lights created by an entity holding an\nitem which makes light as a block, or created by an entity on fire, etc.\n\n[Trailer](https://www.youtube.com/embed/r8r1TNG45tM?wmode=transparent)\n\nSearching other mods to replace OptiFine? [Check out this list!](https://gist.github.com/LambdAurora/1f6a4a99af374ce500f250c6b42e8754)\n\n## ✅ Features:\n\n- Dynamic lights.\n- Settings to select how smooth the dynamic lighting is.\n- Works with some modded items.\n- Any entity holding an item which emits light will emit light!\n- Magma cubes emit light.\n- Spectral arrows emit light.\n- Burning entities emit light.\n- Blazes emit light.\n- Some items like torches, soul torches, etc. will not light up in water.\n- Quick and simple API for developers.\n- And more!\n\n## Screenshots\n\n### Items emit light\n\nDropped items which already emit light as a block, will also dynamically emit light!\n\n\n\n### Held items emit light\n\nLight is emitted when entities hold light emitting items.\n\n\n\n### Fire! Fire! Fire!\n\nAny entity on fire will emit light!\n\n\n\n### Spectral arrows\n\nSpectral arrows will emit a very weak light!\n\n\n\n### Different luminance!\n\nLight emitted from items depend on the light emitted from their respective blocks!\n\n\n\n### Configuration GUI\n\nAs of v2.1.0.\n\n\n\n\n## 📖 Usage\n\nUsing this mod is very simple!\n\nInstall it in your mods folder along with [Fabric API] and [ModMenu], (and [Sodium] if wanted for better performances).\n\nYou will notice nothing at first but if you go into the video options or into the settings screen of the mod via [ModMenu], you will notice an option called Dynamic Lights which is by default off, choose the wanted configuration and enjoy!\nYou can also configure the mod by editing the file in `config/lambdynlights.toml`.\n\nNeed help? Come check out [my Discord server][LambdAurora Discord].\n\n\n\n## 📖 How does it work internally?\n\nCheck [this documentation](https://github.com/LambdAurora/LambDynamicLights/blob/1.17/HOW_DOES_IT_WORK.md).\n\n## 📖 Is there an API? How to use it as a developer?\n\nCheck [this documentation](https://github.com/LambdAurora/LambDynamicLights/blob/1.17/API.md).\n\n# 📖 Compatibility\n\n- [Sodium] is recommended for better performances.\n- [Canvas] is compatible but still WIP: expect huge lag spike with it until a proper lighting API is done in Canvas.\n- **OptiFabric is obviously incompatible.**\n\n\n**
Please, when you write the name of this mod, don't add spaces.
ImmediatelyFast is an open source Fabric mod which improves the immediate mode rendering performance of the client.\n It is designed to be lightweight and compatible with other mods. This makes it an ideal choice for modpacks or as a\n replacement for other more aggressive optimization mods such as Exordium or Enhanced Block Entities.
\n
\n\n## Optimizations\n\nImmediatelyFast generally optimizes all immediate mode rendering by using a custom buffer implementation which batches\ndraw calls and uploads data to the GPU in a more efficient way. \nThe following parts of the immediate mode rendering code are optimized:\n\n- Entities\n- Block entities\n- Particles\n- Text rendering\n- GUI/HUD\n- Immediate mode rendering of other mods (ImmersivePortals benefits a lot from this)\n\nIt also features targeted optimizations where vanilla rendering code is being changed in order to run faster. \nThe following parts of the rendering code are optimized with a more efficient implementation:\n\n- Map rendering\n- HUD rendering\n- Text rendering\n\n## Performance\nHere are some performance comparisons of areas the mod optimizes particularly well:\n\nIf other mods are listed in the table this means that this mod also optimizes that part of the game.\n\nTest Hardware: Ryzen 5 1600, 32GB DDR4, GTX 1060\n\nFPS Numbers were taken from external tools (in this case MSI Afterburner) and averaged over a couple of seconds. \nIf you decide to test this yourself keep in mind that ImmediatelyFast can only improve FPS in a scenario where your CPU\nis the bottleneck (Most likely the case if your GPU isn't ancient or you use very heavy shaders).\nSlower CPUs will benefit more from this mod than really fast CPUs.\n\n### Entity Rendering\nGenerally FPS should be around **2x higher** on busy servers. [Tested using IF 1.1.7 on 1.19.3]\n\n_Tested on a spigot server with 1000 cows in a 3x3 box on screen._\n\n| Other mods | Without ImmediatelyFast | With ImmediatelyFast | Improvement |\n|-----------------|-------------------------|----------------------|-------------|\n| None | 16 FPS | 60 FPS | 3.75x |\n| Sodium | 21 FPS | 82 FPS | 3.90x |\n| Iris and Sodium | 60 FPS | 76 FPS | 1.27x |\n\n### Map Rendering\nGenerally FPS should be around **5x higher** when there are many maps on screen. [Tested using IF 1.1.1 on 1.19.3]\n\n_Tested on a fabric server with the [Image2Map](https://modrinth.com/mod/image2map) mod and around 930 maps on screen._\n\n| Other mods | Without ImmediatelyFast | With ImmediatelyFast | Improvement |\n|-----------------|-------------------------|----------------------|-------------|\n| None | 50 FPS | 310 FPS | 6.20x |\n| Sodium | 47 FPS | 320 FPS | 6.81x |\n\n### HUD Rendering\nGenerally FPS should be around **40% higher** in almost all scenarios. [Tested using IF 1.1.7 on 1.19.3]\n\n_Tested on a spigot server with different HUD elements on screen (Scoreboard, Potion effect overlay, Bossbars, Filled Chat, Extra hearts, Full Hotbar)._\n\n| Other mods | Without ImmediatelyFast | With ImmediatelyFast | Improvement |\n|---------------------|-------------------------|----------------------|-------------|\n| None | 250 FPS | 380 FPS | 1.52x |\n| Sodium | 335 FPS | 630 FPS | 1.88x |\n| Exordium and Sodium | 740 FPS | 840 FPS | 1.14x |\n\n### Text Rendering\nGenerally FPS should be around **2x higher** when there are many signs or holograms around you. [Tested using IF 1.1.7 on 1.19.3]\n\n_Tested on a spigot server with 200 signs (Filled with text) on screen._\n\n| Other mods | Without ImmediatelyFast | With ImmediatelyFast | Improvement |\n|-----------------|-------------------------|----------------------|-------------|\n| None | 70 FPS | 125 FPS | 1.79x |\n| Sodium | 110 FPS | 300 FPS | 2.73x |\n\n### Block-Entity Rendering\nGenerally FPS should be around **20% higher** when there are many block entities around you. [Tested using IF 1.1.7 on 1.19.3]\n\n_Tested on a spigot server with 400 chests on screen._\n\n| Other mods | Without ImmediatelyFast | With ImmediatelyFast | Improvement |\n|-----------------|-------------------------|----------------------|-------------|\n| None | 170 FPS | 205 FPS | 1.20x |\n| Sodium | 315 FPS | 410 FPS | 1.30x |\n\n## Compatibility\n\nImmediatelyFast is structured to interfere with mods as little as possible.\nIt should work fine with most if not all mods and modpacks.\n\nKnown incompatibilities:\n\n- OptiFabric\n\nIf you encounter any issues, please report them on the [Issue Tracker](https://github.com/RaphiMC/ImmediatelyFast/issues).\n\n## Partners\n\nYourKit supports open source projects with innovative and intelligent tools\nfor monitoring and profiling Java and .NET applications.\nYourKit is the creator of [YourKit Java Profiler](https://www.yourkit.com/java/profiler/),\n[YourKit .NET Profiler](https://www.yourkit.com/.net/profiler/),\nand [YourKit YouMonitor](https://www.yourkit.com/youmonitor/).\n\n[](https://www.yourkit.com)\n\n---\n\nKinetic 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!\n\n[](https://billing.kinetichosting.net/aff.php?aff=47)\n",
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