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ETF is a Fabric, Forge & NeoForge mod that adds many Entity Texture Features, including entity and player skin features!
ETF primarily supports the OptiFine format, acting as one of the alternative mods to OptiFine, but with many more features and options!
If you want more OptiFine features on Fabric, you can either check this list, made by LambdaAurora, or you can use the Fabulously Optimized modpack, which includes all the OptiFine parity mods!
Settings can be changed in-game using Mod Menu, the settings button in the resource pack screen, or by editing the config file, located under config/entity_texture_features.json
This mod should be compatible with any mod added entities as long as they use regular vanilla rendering
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()).
You can find the changelog here.
You can reach out on my Discord (preferred) or open an issue on GitHub.
Required
Unsupported
Условия использования, изменения и распространения этого товара.
17.06.2026 · Modrinth
26.2
Скриншоты и изображения из оригинальной страницы Modrinth.



![[ETF] Entity Texture Features](https://i.imgur.com/vU8pcbf.png)
![[ETF] Entity Texture Features](https://i.imgur.com/rpoyjVG.png)
![[ETF] Entity Texture Features](https://i.imgur.com/VgKekoJ.png)
![[ETF] Entity Texture Features](https://i.imgur.com/7fioiRx.png)
![[ETF] Entity Texture Features](https://i.imgur.com/tiNmDIH.png)
![[ETF] Entity Texture Features](https://i.imgur.com/EYNx6oL.png)
![[ETF] Entity Texture Features](https://i.imgur.com/yar5K6v.png)
![[ETF] Entity Texture Features](https://i.imgur.com/xdhWKwC.png)
![[ETF] Entity Texture Features](https://cdn.modrinth.com/data/BVzZfTc1/images/bfb592538f8206a6a2d72d19c90714bea91b0e07.png)
Опубликованные версии и оригинальные файлы Modrinth.
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3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 8 455 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 1 121 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 190 400 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 5 291 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 1 890 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 2 053 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 91 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 170 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 8 648 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 178 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 364 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 1 035 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 87 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 203 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 248 784 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature04.11.2024 · 498 578 загрузки
3d skin layers mod update v1.7biomeTag property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, minecraft: is optional for vanilla tags. Prefix with print: to log the found biome tagstemperature property to vary textures based on the entities spawn position temperature, supports ranges e.g. 0-0.15 is an approximate range for snowfall. Prefix with print: to log the found temperature26.10.2024 · 74 418 загрузки
[6.2.6]
- update to minecraft 1.21.2+
- added the minecraftVersion property to vary textures based on the current minecraft version, supports ranges e.g. 1.17-1.18.2
- due to armor texture location changes emissive trims can now be found at
- textures/trims/entity/humanoid/<trim_type>_<material>_e.png
- textures/trims/entity/humanoid_leggings/<trim_type>_<material>_e.png
- e.g. textures/trims/entity/humanoid_leggings/rib_redstone_e.png
- this may yet be reverted if OptiFine opts to keep the old directory
26.10.2024 · 1 499 загрузки
[6.2.6]
- update to minecraft 1.21.2+
- added the minecraftVersion property to vary textures based on the current minecraft version, supports ranges e.g. 1.17-1.18.2
- due to armor texture location changes emissive trims can now be found at
- textures/trims/entity/humanoid/<trim_type>_<material>_e.png
- textures/trims/entity/humanoid_leggings/<trim_type>_<material>_e.png
- e.g. textures/trims/entity/humanoid_leggings/rib_redstone_e.png
- this may yet be reverted if OptiFine opts to keep the old directory
18.09.2024 · 942 147 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.18.09.2024 · 20 702 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.18.09.2024 · 10 643 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.18.09.2024 · 46 214 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.18.09.2024 · 235 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.18.09.2024 · 537 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.18.09.2024 · 30 305 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.18.09.2024 · 408 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.18.09.2024 · 1 278 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.18.09.2024 · 3 341 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.18.09.2024 · 112 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.18.09.2024 · 451 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.18.09.2024 · 596 779 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.18.09.2024 · 295 393 загрузки
[ETF]: for easier log filtering.blockBelow && blockBelowSolid properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.blockAbove && blockAboveSolid properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.12.09.2024 · 175 645 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player12.09.2024 · 3 512 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player12.09.2024 · 1 321 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player12.09.2024 · 1 901 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player12.09.2024 · 92 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player12.09.2024 · 151 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player12.09.2024 · 6 589 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player12.09.2024 · 96 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player12.09.2024 · 279 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player12.09.2024 · 617 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player12.09.2024 · 56 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player12.09.2024 · 105 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player12.09.2024 · 41 897 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player12.09.2024 · 47 875 загрузки
nbt property breaking since version 6.2 when declaring more than one nbt property in a single rulenbtVehicle property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular nbt property under the passenger nbt datanbtClient property to vary textures by the entity nbt data of the client player06.09.2024 · 119 536 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.06.09.2024 · 1 296 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.06.09.2024 · 1 254 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.06.09.2024 · 2 624 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.06.09.2024 · 106 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.06.09.2024 · 137 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.06.09.2024 · 3 987 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.06.09.2024 · 131 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.06.09.2024 · 259 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.06.09.2024 · 534 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.06.09.2024 · 61 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.06.09.2024 · 122 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.06.09.2024 · 56 454 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.06.09.2024 · 67 431 загрузки
biomes property breaking when adding the redundant minecraft:Hide settings button setting with Settings button location to choose where/how the resource-pack screen settings button appears these can be: OFF, BOTTOM_RIGHT, BOTTOM_LEFT, TOP_RIGHT, TOP_LEFT. Defaults to bottom right.27.08.2024 · 272 922 загрузки
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25.08.2024 · 37 407 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine25.08.2024 · 804 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine25.08.2024 · 1 648 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine25.08.2024 · 771 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine25.08.2024 · 84 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine25.08.2024 · 110 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine25.08.2024 · 1 723 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine25.08.2024 · 80 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine25.08.2024 · 148 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine25.08.2024 · 283 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine25.08.2024 · 59 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine25.08.2024 · 87 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine25.08.2024 · 9 041 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine25.08.2024 · 12 690 загрузки
biomes, would not test correctlyprint: debug functionality to all string list and regex properties to log the given value when testedprint: debug functionality to most numeric properties to log the given value when testedpattern: wildcard ? has been changed to the equivalent of . in regex whereas it was incorrectly documented as being .+iris, sodium, and immediatelyfast, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine20.08.2024 · 512 607 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
20.08.2024 · 10 333 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
20.08.2024 · 8 771 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
20.08.2024 · 3 581 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
20.08.2024 · 28 497 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
20.08.2024 · 1 259 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
20.08.2024 · 192 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
20.08.2024 · 253 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
20.08.2024 · 130 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
20.08.2024 · 34 034 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
20.08.2024 · 2 576 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
20.08.2024 · 89 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
20.08.2024 · 218 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
20.08.2024 · 809 загрузки
[6.2]
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the nbt property to improve both performance and log printing functionality
- if your nbt test starts with print_all: the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with print: that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like raw:, exists: or range:, e.g. print_all:exists:false)
- made many minor source code adjustments, no functionality changes, no API changes
09.08.2024 · 52 289 загрузки
fixes a crash with Minecraft China edition
03.07.2024 · 1 487 163 загрузки
[6.1.3]
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
03.07.2024 · 40 037 загрузки
[6.1.3]
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
03.07.2024 · 68 601 загрузки
[6.1.3]
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
03.07.2024 · 9 138 загрузки
[6.1.3]
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
03.07.2024 · 1 229 724 загрузки
[6.1.3]
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
03.07.2024 · 2 631 загрузки
[6.1.3]
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
03.07.2024 · 788 загрузки
[6.1.3]
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
03.07.2024 · 177 077 загрузки
[6.1.3]
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
03.07.2024 · 9 299 загрузки
[6.1.3]
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
03.07.2024 · 745 загрузки
[6.1.3]
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
03.07.2024 · 777 загрузки
[6.1.3]
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
03.07.2024 · 1 703 загрузки
[6.1.3]
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
23.06.2024 · 217 033 загрузки
23.06.2024 · 1 601 загрузки
14.06.2024 · 279 129 загрузки
fix for sodium 0.5.9, retains compat with earlier sodium
14.06.2024 · 72 953 загрузки
fix for sodium 0.5.9, retains compat with earlier sodium
14.06.2024 · 322 344 загрузки
fix for sodium 0.5.9, retains compat with earlier sodium
14.06.2024 · 1 273 загрузки
fix for sodium 0.5.9, retains compat with earlier sodium
14.06.2024 · 760 загрузки
fix for sodium 0.5.9, retains compat with earlier sodium
14.06.2024 · 91 425 загрузки
fix for sodium 0.5.9, retains compat with earlier sodium
12.06.2024 · 871 загрузки
- massive source code rework to move all Minecraft versions into the one source branch, this will have no impact to end users but will massively speed up backporting and deployment of mod updates
- added crowdin translation support
- added skin option to preserve transparency in extra skin pixels
- fixed #265 crash when block entity state is null
- fixed enchanted elytra not rendering emissive textures
- fixed shoulder parrots
- fixed emissive armor and trims breaking with Iris
- fixed the custom emissive suffix file declaration getting overridden by higher packs (using
_eis still highly recommended)- fixed ImmediatelyFast compat for mod update v1.2.16, ETF still retains compat for the older versions
- fixed a missing texture issue with the Amendments mod's jukeboxes when playing disc 13 (this may fix other missing texture issues with modded block entities)
12.06.2024 · 12 226 загрузки
- massive source code rework to move all Minecraft versions into the one source branch, this will have no impact to end users but will massively speed up backporting and deployment of mod updates
- added crowdin translation support
- added skin option to preserve transparency in extra skin pixels
- fixed #265 crash when block entity state is null
- fixed enchanted elytra not rendering emissive textures
- fixed shoulder parrots
- fixed emissive armor and trims breaking with Iris
- fixed the custom emissive suffix file declaration getting overridden by higher packs (using
_eis still highly recommended)- fixed ImmediatelyFast compat for mod update v1.2.16, ETF still retains compat for the older versions
- fixed a missing texture issue with the Amendments mod's jukeboxes when playing disc 13 (this may fix other missing texture issues with modded block entities)
12.06.2024 · 176 760 загрузки
- massive source code rework to move all Minecraft versions into the one source branch, this will have no impact to end users but will massively speed up backporting and deployment of mod updates
- added crowdin translation support
- added skin option to preserve transparency in extra skin pixels
- fixed #265 crash when block entity state is null
- fixed enchanted elytra not rendering emissive textures
- fixed shoulder parrots
- fixed emissive armor and trims breaking with Iris
- fixed the custom emissive suffix file declaration getting overridden by higher packs (using
_eis still highly recommended)- fixed ImmediatelyFast compat for mod update v1.2.16, ETF still retains compat for the older versions
- fixed a missing texture issue with the Amendments mod's jukeboxes when playing disc 13 (this may fix other missing texture issues with modded block entities)
12.06.2024 · 9 247 загрузки
- massive source code rework to move all Minecraft versions into the one source branch, this will have no impact to end users but will massively speed up backporting and deployment of mod updates
- added crowdin translation support
- added skin option to preserve transparency in extra skin pixels
- fixed #265 crash when block entity state is null
- fixed enchanted elytra not rendering emissive textures
- fixed shoulder parrots
- fixed emissive armor and trims breaking with Iris
- fixed the custom emissive suffix file declaration getting overridden by higher packs (using
_eis still highly recommended)- fixed ImmediatelyFast compat for mod update v1.2.16, ETF still retains compat for the older versions
- fixed a missing texture issue with the Amendments mod's jukeboxes when playing disc 13 (this may fix other missing texture issues with modded block entities)
12.06.2024 · 23 396 загрузки
- massive source code rework to move all Minecraft versions into the one source branch, this will have no impact to end users but will massively speed up backporting and deployment of mod updates
- added crowdin translation support
- added skin option to preserve transparency in extra skin pixels
- fixed #265 crash when block entity state is null
- fixed enchanted elytra not rendering emissive textures
- fixed shoulder parrots
- fixed emissive armor and trims breaking with Iris
- fixed the custom emissive suffix file declaration getting overridden by higher packs (using
_eis still highly recommended)- fixed ImmediatelyFast compat for mod update v1.2.16, ETF still retains compat for the older versions
- fixed a missing texture issue with the Amendments mod's jukeboxes when playing disc 13 (this may fix other missing texture issues with modded block entities)
12.06.2024 · 1 285 загрузки
- massive source code rework to move all Minecraft versions into the one source branch, this will have no impact to end users but will massively speed up backporting and deployment of mod updates
- added crowdin translation support
- added skin option to preserve transparency in extra skin pixels
- fixed #265 crash when block entity state is null
- fixed enchanted elytra not rendering emissive textures
- fixed shoulder parrots
- fixed emissive armor and trims breaking with Iris
- fixed the custom emissive suffix file declaration getting overridden by higher packs (using
_eis still highly recommended)- fixed ImmediatelyFast compat for mod update v1.2.16, ETF still retains compat for the older versions
- fixed a missing texture issue with the Amendments mod's jukeboxes when playing disc 13 (this may fix other missing texture issues with modded block entities)
12.06.2024 · 366 загрузки
- massive source code rework to move all Minecraft versions into the one source branch, this will have no impact to end users but will massively speed up backporting and deployment of mod updates
- added crowdin translation support
- added skin option to preserve transparency in extra skin pixels
- fixed #265 crash when block entity state is null
- fixed enchanted elytra not rendering emissive textures
- fixed shoulder parrots
- fixed emissive armor and trims breaking with Iris
- fixed the custom emissive suffix file declaration getting overridden by higher packs (using
_eis still highly recommended)- fixed ImmediatelyFast compat for mod update v1.2.16, ETF still retains compat for the older versions
- fixed a missing texture issue with the Amendments mod's jukeboxes when playing disc 13 (this may fix other missing texture issues with modded block entities)
12.06.2024 · 5 967 загрузки
- massive source code rework to move all Minecraft versions into the one source branch, this will have no impact to end users but will massively speed up backporting and deployment of mod updates
- added crowdin translation support
- added skin option to preserve transparency in extra skin pixels
- fixed #265 crash when block entity state is null
- fixed enchanted elytra not rendering emissive textures
- fixed shoulder parrots
- fixed emissive armor and trims breaking with Iris
- fixed the custom emissive suffix file declaration getting overridden by higher packs (using
_eis still highly recommended)- fixed ImmediatelyFast compat for mod update v1.2.16, ETF still retains compat for the older versions
- fixed a missing texture issue with the Amendments mod's jukeboxes when playing disc 13 (this may fix other missing texture issues with modded block entities)
12.06.2024 · 120 загрузки
- massive source code rework to move all Minecraft versions into the one source branch, this will have no impact to end users but will massively speed up backporting and deployment of mod updates
- added crowdin translation support
- added skin option to preserve transparency in extra skin pixels
- fixed #265 crash when block entity state is null
- fixed enchanted elytra not rendering emissive textures
- fixed shoulder parrots
- fixed emissive armor and trims breaking with Iris
- fixed the custom emissive suffix file declaration getting overridden by higher packs (using
_eis still highly recommended)- fixed ImmediatelyFast compat for mod update v1.2.16, ETF still retains compat for the older versions
- fixed a missing texture issue with the Amendments mod's jukeboxes when playing disc 13 (this may fix other missing texture issues with modded block entities)
12.06.2024 · 337 загрузки
- massive source code rework to move all Minecraft versions into the one source branch, this will have no impact to end users but will massively speed up backporting and deployment of mod updates
- added crowdin translation support
- added skin option to preserve transparency in extra skin pixels
- fixed #265 crash when block entity state is null
- fixed enchanted elytra not rendering emissive textures
- fixed shoulder parrots
- fixed emissive armor and trims breaking with Iris
- fixed the custom emissive suffix file declaration getting overridden by higher packs (using
_eis still highly recommended)- fixed ImmediatelyFast compat for mod update v1.2.16, ETF still retains compat for the older versions
- fixed a missing texture issue with the Amendments mod's jukeboxes when playing disc 13 (this may fix other missing texture issues with modded block entities)
12.06.2024 · 374 загрузки
- massive source code rework to move all Minecraft versions into the one source branch, this will have no impact to end users but will massively speed up backporting and deployment of mod updates
- added crowdin translation support
- added skin option to preserve transparency in extra skin pixels
- fixed #265 crash when block entity state is null
- fixed enchanted elytra not rendering emissive textures
- fixed shoulder parrots
- fixed emissive armor and trims breaking with Iris
- fixed the custom emissive suffix file declaration getting overridden by higher packs (using
_eis still highly recommended)- fixed ImmediatelyFast compat for mod update v1.2.16, ETF still retains compat for the older versions
- fixed a missing texture issue with the Amendments mod's jukeboxes when playing disc 13 (this may fix other missing texture issues with modded block entities)
02.05.2024 · 287 080 загрузки
reupload after accidental delete
29.04.2024 · 215 069 загрузки
29.04.2024 · 34 407 загрузки
29.04.2024 · 492 378 загрузки
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29.04.2024 · 116 527 загрузки
29.04.2024 · 56 489 загрузки
29.04.2024 · 2 388 загрузки
29.04.2024 · 755 загрузки
29.04.2024 · 349 189 загрузки
29.04.2024 · 29 370 загрузки
29.04.2024 · 2 186 612 загрузки
29.04.2024 · 431 136 загрузки
29.04.2024 · 1 474 загрузки
29.04.2024 · 1 316 загрузки
19.04.2024 · 37 672 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 80 206 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 2 168 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 192 155 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 1 226 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 1 739 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 2 345 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 592 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 178 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 91 451 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 273 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 33 438 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 2 072 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 727 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default19.04.2024 · 522 загрузки
blocks property not correctly reading/expecting block statesname property not checking for single names with spaces in them comprised of the entire test stringper entity settings screen that allows you to override the settings for specific entity typesRandom properties settings screen that allows you to enable/disable, modify, and read the documentationname property not reading player usernamesisCreative - true if the entity is in creative modeisTeammate - true if the entity is a teammateisClientPlayer - true if the entity is the client playervariant - moved from EMF into ETFmodLoaded - works like name but matches against the mod id's loaded by the modloaderblocks property now updates over time by default (OptiFine parity)nbt property still including the char type when testing nbt numbers i.e 1b instead of just 1blocks property and added blockSpawned property to be identical but spawn condition locked by default04.02.2024 · 424 654 загрузки
further "image not allocated" crash fixes
04.02.2024 · 54 715 загрузки
further "image not allocated" crash fixes
04.02.2024 · 646 085 загрузки
further "image not allocated" crash fixes
04.02.2024 · 8 300 загрузки
further "image not allocated" crash fixes
04.02.2024 · 47 011 загрузки
further "image not allocated" crash fixes
04.02.2024 · 6 343 загрузки
further "image not allocated" crash fixes
04.02.2024 · 2 232 загрузки
further "image not allocated" crash fixes
04.02.2024 · 690 загрузки
further "image not allocated" crash fixes
04.02.2024 · 205 154 загрузки
further "image not allocated" crash fixes
04.02.2024 · 7 066 загрузки
further "image not allocated" crash fixes
04.02.2024 · 132 691 загрузки
further "image not allocated" crash fixes
04.02.2024 · 14 385 загрузки
further "image not allocated" crash fixes
04.02.2024 · 3 884 загрузки
further "image not allocated" crash fixes
04.02.2024 · 1 201 загрузки
further "image not allocated" crash fixes
29.01.2024 · 23 043 загрузки
fixed emissive entity textures not working with sodium 0.5.6+
29.01.2024 · 49 441 загрузки
fixed emissive entity textures not working with sodium 0.5.6+
29.01.2024 · 223 загрузки
fixed emissive entity textures not working with sodium 0.5.6+
29.01.2024 · 8 829 загрузки
fixed emissive entity textures not working with sodium 0.5.6+
29.01.2024 · 207 загрузки
fixed emissive entity textures not working with sodium 0.5.6+
17.01.2024 · 40 712 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 17.01.2024 · 27 480 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 17.01.2024 · 215 424 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 17.01.2024 · 2 595 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 17.01.2024 · 17 495 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 17.01.2024 · 711 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 17.01.2024 · 263 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 17.01.2024 · 197 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 17.01.2024 · 27 887 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 17.01.2024 · 709 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 17.01.2024 · 242 531 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 17.01.2024 · 1 933 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 17.01.2024 · 157 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 17.01.2024 · 375 загрузки
[5.2.1]
- fixed Image is not allocated. crash related to armor rendering
- added a printout to the right click debug to tell users where the .properties and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
isSpawner property which is true if the entity is a miniature mob inside a spawner blockcolor property now also reads modded entity colors if the entity extends VariantHolder with T being either DyeColor or an Optionalprofession property should work for all modded mobs implementing VillagerDataContainerhour,minute,second,month,year,monthDay,weekDay,yearDay."0 2 4-7".hour,minute,second will update over time, the others will only be set when the entity spawns.hour is in 24-hour format, 0 - 23.weekDay starts with sunday which is 1 up to saturday at 7. month starts with january which is 0 up to december at 11.yearDay is 1 - 366.monthDay is 1 - 31.month=3, monthDay=1,The Christmas to new-years period is month=11, monthDay=25-31dimension property, which takes in a list of strings, or regex: or pattern:, and will be true if matching overworld, the_nether, the_end.mod_name:dimension_name.print: it will work as normal but will also print the found dimension, to help language property, which takes in a list of strings, or regex: or pattern:, and will match to the usersen_us and corresponds to the??_?? format language code of the games language files. light property, which takes a list of integers and support ranges e.g. "0 2 4-7", and matches it to the0 - 15, -1 will be returned if there is some error. 02.01.2024 · 126 999 загрузки
fixed a possible recursion crash with the config
02.01.2024 · 21 102 загрузки
fixed a possible recursion crash with the config
02.01.2024 · 39 030 загрузки
fixed a possible recursion crash with the config
02.01.2024 · 15 987 загрузки
fixed a possible recursion crash with the config
02.01.2024 · 196 загрузки
fixed a possible recursion crash with the config
02.01.2024 · 208 загрузки
fixed a possible recursion crash with the config
02.01.2024 · 98 загрузки
fixed a possible recursion crash with the config
02.01.2024 · 848 загрузки
fixed a possible recursion crash with the config
02.01.2024 · 535 загрузки
02.01.2024 · 158 загрузки
02.01.2024 · 344 загрузки
02.01.2024 · 258 загрузки
02.01.2024 · 81 загрузки
02.01.2024 · 85 загрузки
02.01.2024 · 65 загрузки
02.01.2024 · 91 загрузки
31.12.2023 · 898 загрузки
mob spawner entities can now variate their textures again.
moved some temporary 5.0 rework code into more compatible mixins for better compatibility
more stable implementation of the 5.0 rework changes for emissives, fixing a few crashes
random properties now also allow ranges with the format - instead of only - (OptiFine parity)
fixed a crash in the skin tool
fixed a shoulder parrot crash
fixed a crash with Xaeros minimap
31.12.2023 · 4 469 загрузки
mob spawner entities can now variate their textures again.
moved some temporary 5.0 rework code into more compatible mixins for better compatibility
more stable implementation of the 5.0 rework changes for emissives, fixing a few crashes
random properties now also allow ranges with the format - instead of only - (OptiFine parity)
fixed a crash in the skin tool
fixed a shoulder parrot crash
fixed a crash with Xaeros minimap
31.12.2023 · 1 394 загрузки
mob spawner entities can now variate their textures again.
moved some temporary 5.0 rework code into more compatible mixins for better compatibility
more stable implementation of the 5.0 rework changes for emissives, fixing a few crashes
random properties now also allow ranges with the format - instead of only - (OptiFine parity)
fixed a crash in the skin tool
fixed a shoulder parrot crash
fixed a crash with Xaeros minimap
31.12.2023 · 69 загрузки
mob spawner entities can now variate their textures again.
moved some temporary 5.0 rework code into more compatible mixins for better compatibility
more stable implementation of the 5.0 rework changes for emissives, fixing a few crashes
random properties now also allow ranges with the format - instead of only - (OptiFine parity)
fixed a crash in the skin tool
fixed a shoulder parrot crash
fixed a crash with Xaeros minimap
31.12.2023 · 86 загрузки
mob spawner entities can now variate their textures again.
moved some temporary 5.0 rework code into more compatible mixins for better compatibility
more stable implementation of the 5.0 rework changes for emissives, fixing a few crashes
random properties now also allow ranges with the format - instead of only - (OptiFine parity)
fixed a crash in the skin tool
fixed a shoulder parrot crash
fixed a crash with Xaeros minimap
29.12.2023 · 3 416 загрузки
29.12.2023 · 866 загрузки
29.12.2023 · 160 загрузки
12.12.2023 · 72 624 загрузки
5.0 backport
07.12.2023 · 54 109 загрузки
ETF 5.0 is a massive rework of the code, ETF is now almost an entirely different mod in its application from what v4.5 was.
It should now universally affect every entity and entity render feature.
- the blocks property now again additionally checks the block below block entities differing from OptiFine's behaviour
- all entities have enchanted overlay support via "_enchant.png" just like emissives with "_e.png"
- much improved and more helpful right click debug printout
- all possible texture variants are now preloaded on the first instance of a texture being used.
- texture variation is now implemented at the creation of entity render layers allowing all entity textures and features to be modified by ETF
- emissive rendering now occurs within the normal rendering of all models
- fixed entity spawn conditions not saving for all non update-able properties (e.g. the heights property would not always save the entities original spawn height in v4.6)
- fixed the ETF & EMF config screen getting faded black in recent versions
- removed iris z-fighting fixes for everything except armor emissives as they don't appear to be needed anymore
- several changes and optimizations that are not worth listing.
- Added a new config screen category Debug settings. the debug right click option is now here. the log texture creation setting is now here.
- added a new debug button in the debug settings screen that will print ALL currently cached ETF texture data to the log, details of every known texture and every variant,
as well as telling you which textures can and cannot be varied. for example elytra.png shows up in the list of textures that can be varied with random entity rules ;)
- removed the ETF cape skin feature, it was fun working with putting a cape inside the skin texture, but it added quite a lot
of overhead, when the minecraftcapes.net mod is just more effective. With this removed I plan to add support for
player skin feature emissives in whatever cape texture is being used at a future time. Which will be more freeing than
only applying skin feature emissives to etf loaded capes
- fixed for sodium 0.5.4
removed features due to them now being possible, and preferred, via EMF
- removed elytra thickness tweak feature
- removed async elytra feature
- removed lectern book unique texture feature
- removed piglin ear model visibility feature
07.12.2023 · 31 417 загрузки
ETF 5.0 is a massive rework of the code, ETF is now almost an entirely different mod in its application from what v4.5 was.
It should now universally affect every entity and entity render feature.
- the blocks property now again additionally checks the block below block entities differing from OptiFine's behaviour
- all entities have enchanted overlay support via "_enchant.png" just like emissives with "_e.png"
- much improved and more helpful right click debug printout
- all possible texture variants are now preloaded on the first instance of a texture being used.
- texture variation is now implemented at the creation of entity render layers allowing all entity textures and features to be modified by ETF
- emissive rendering now occurs within the normal rendering of all models
- fixed entity spawn conditions not saving for all non update-able properties (e.g. the heights property would not always save the entities original spawn height in v4.6)
- fixed the ETF & EMF config screen getting faded black in recent versions
- removed iris z-fighting fixes for everything except armor emissives as they don't appear to be needed anymore
- several changes and optimizations that are not worth listing.
- Added a new config screen category Debug settings. the debug right click option is now here. the log texture creation setting is now here.
- added a new debug button in the debug settings screen that will print ALL currently cached ETF texture data to the log, details of every known texture and every variant,
as well as telling you which textures can and cannot be varied. for example elytra.png shows up in the list of textures that can be varied with random entity rules ;)
- removed the ETF cape skin feature, it was fun working with putting a cape inside the skin texture, but it added quite a lot
of overhead, when the minecraftcapes.net mod is just more effective. With this removed I plan to add support for
player skin feature emissives in whatever cape texture is being used at a future time. Which will be more freeing than
only applying skin feature emissives to etf loaded capes
- fixed for sodium 0.5.4
removed features due to them now being possible, and preferred, via EMF
- removed elytra thickness tweak feature
- removed async elytra feature
- removed lectern book unique texture feature
- removed piglin ear model visibility feature
07.12.2023 · 140 загрузки
ETF 5.0 is a massive rework of the code, ETF is now almost an entirely different mod in its application from what v4.5 was.
It should now universally affect every entity and entity render feature.
- the blocks property now again additionally checks the block below block entities differing from OptiFine's behaviour
- all entities have enchanted overlay support via "_enchant.png" just like emissives with "_e.png"
- much improved and more helpful right click debug printout
- all possible texture variants are now preloaded on the first instance of a texture being used.
- texture variation is now implemented at the creation of entity render layers allowing all entity textures and features to be modified by ETF
- emissive rendering now occurs within the normal rendering of all models
- fixed entity spawn conditions not saving for all non update-able properties (e.g. the heights property would not always save the entities original spawn height in v4.6)
- fixed the ETF & EMF config screen getting faded black in recent versions
- removed iris z-fighting fixes for everything except armor emissives as they don't appear to be needed anymore
- several changes and optimizations that are not worth listing.
- Added a new config screen category Debug settings. the debug right click option is now here. the log texture creation setting is now here.
- added a new debug button in the debug settings screen that will print ALL currently cached ETF texture data to the log, details of every known texture and every variant,
as well as telling you which textures can and cannot be varied. for example elytra.png shows up in the list of textures that can be varied with random entity rules ;)
- removed the ETF cape skin feature, it was fun working with putting a cape inside the skin texture, but it added quite a lot
of overhead, when the minecraftcapes.net mod is just more effective. With this removed I plan to add support for
player skin feature emissives in whatever cape texture is being used at a future time. Which will be more freeing than
only applying skin feature emissives to etf loaded capes
- fixed for sodium 0.5.4
removed features due to them now being possible, and preferred, via EMF
- removed elytra thickness tweak feature
- removed async elytra feature
- removed lectern book unique texture feature
- removed piglin ear model visibility feature
07.12.2023 · 621 загрузки
ETF 5.0 is a massive rework of the code, ETF is now almost an entirely different mod in its application from what v4.5 was.
It should now universally affect every entity and entity render feature.
- the blocks property now again additionally checks the block below block entities differing from OptiFine's behaviour
- all entities have enchanted overlay support via "_enchant.png" just like emissives with "_e.png"
- much improved and more helpful right click debug printout
- all possible texture variants are now preloaded on the first instance of a texture being used.
- texture variation is now implemented at the creation of entity render layers allowing all entity textures and features to be modified by ETF
- emissive rendering now occurs within the normal rendering of all models
- fixed entity spawn conditions not saving for all non update-able properties (e.g. the heights property would not always save the entities original spawn height in v4.6)
- fixed the ETF & EMF config screen getting faded black in recent versions
- removed iris z-fighting fixes for everything except armor emissives as they don't appear to be needed anymore
- several changes and optimizations that are not worth listing.
- Added a new config screen category Debug settings. the debug right click option is now here. the log texture creation setting is now here.
- added a new debug button in the debug settings screen that will print ALL currently cached ETF texture data to the log, details of every known texture and every variant,
as well as telling you which textures can and cannot be varied. for example elytra.png shows up in the list of textures that can be varied with random entity rules ;)
- removed the ETF cape skin feature, it was fun working with putting a cape inside the skin texture, but it added quite a lot
of overhead, when the minecraftcapes.net mod is just more effective. With this removed I plan to add support for
player skin feature emissives in whatever cape texture is being used at a future time. Which will be more freeing than
only applying skin feature emissives to etf loaded capes
- fixed for sodium 0.5.4
removed features due to them now being possible, and preferred, via EMF
- removed elytra thickness tweak feature
- removed async elytra feature
- removed lectern book unique texture feature
- removed piglin ear model visibility feature
06.12.2023 · 6 144 загрузки
1.20.3 builds of an ongoing ETF rewrite.
usually kept as dev builds downloadable only in my discord, this has been uploaded to the download pages so mod packs may access 1.20.3
full changelogs available in my discord and will accompany the full non beta release
04.11.2023 · 105 060 загрузки
[4.6.1]
Several fixes, primarily for the random property system rewrite in 4.6.0
health property not working at all in 4.6health property percentage mode values not being rounded as integers (an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)04.11.2023 · 433 100 загрузки
[4.6.1]
Several fixes, primarily for the random property system rewrite in 4.6.0
health property not working at all in 4.6health property percentage mode values not being rounded as integers (an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)04.11.2023 · 6 132 загрузки
[4.6.1]
Several fixes, primarily for the random property system rewrite in 4.6.0
health property not working at all in 4.6health property percentage mode values not being rounded as integers (an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)04.11.2023 · 44 741 загрузки
[4.6.1]
Several fixes, primarily for the random property system rewrite in 4.6.0
health property not working at all in 4.6health property percentage mode values not being rounded as integers (an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)04.11.2023 · 3 755 загрузки
[4.6.1]
Several fixes, primarily for the random property system rewrite in 4.6.0
health property not working at all in 4.6health property percentage mode values not being rounded as integers (an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)04.11.2023 · 1 558 загрузки
[4.6.1]
Several fixes, primarily for the random property system rewrite in 4.6.0
health property not working at all in 4.6health property percentage mode values not being rounded as integers (an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)04.11.2023 · 103 238 загрузки
[4.6.1]
Several fixes, primarily for the random property system rewrite in 4.6.0
health property not working at all in 4.6health property percentage mode values not being rounded as integers (an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)04.11.2023 · 2 406 загрузки
[4.6.1]
Several fixes, primarily for the random property system rewrite in 4.6.0
health property not working at all in 4.6health property percentage mode values not being rounded as integers (an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)04.11.2023 · 94 477 загрузки
[4.6.1]
Several fixes, primarily for the random property system rewrite in 4.6.0
health property not working at all in 4.6health property percentage mode values not being rounded as integers (an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)04.11.2023 · 23 730 загрузки
[4.6.1]
Several fixes, primarily for the random property system rewrite in 4.6.0
health property not working at all in 4.6health property percentage mode values not being rounded as integers (an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)30.10.2023 · 17 724 загрузки
name property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"30.10.2023 · 165 339 загрузки
name property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"30.10.2023 · 593 загрузки
name property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"30.10.2023 · 1 549 загрузки
name property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"30.10.2023 · 275 загрузки
name property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"30.10.2023 · 158 загрузки
name property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"30.10.2023 · 1 872 загрузки
name property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"30.10.2023 · 151 загрузки
name property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"30.10.2023 · 3 136 загрузки
name property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"30.10.2023 · 16 793 загрузки
name property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"22.09.2023 · 109 972 загрузки
1.20.2 update
22.09.2023 · 723 загрузки
1.20.2 update
22.08.2023 · 1 713 135 загрузки
[4.5.1]
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to pattern string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to pattern string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine (note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)
- added support for armor trim overrides (e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants (e.g "mob4.png" now variates with "mob4.2.png")
- Animatica textures are now detected and prevent certain ETF actions that could break these textures (MoreMcmeta was already supported)
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
minecraftcapes.net api url when used in skin featurestweaked the resource-pack screen etf button
fixed biome property breaking when using "CamelCase" instead of "snake_case"
size property being off by 1 when compared to OptiFinename property not working for players usernamesphysics mod capes3D skin layers mod emissive body pixels with skin featuresen_us translationspattern & ipattern to correctly match the OptiFine behaviour22.08.2023 · 8 422 загрузки
[4.5.1]
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to pattern string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to pattern string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine (note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)
- added support for armor trim overrides (e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants (e.g "mob4.png" now variates with "mob4.2.png")
- Animatica textures are now detected and prevent certain ETF actions that could break these textures (MoreMcmeta was already supported)
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
minecraftcapes.net api url when used in skin featurestweaked the resource-pack screen etf button
fixed biome property breaking when using "CamelCase" instead of "snake_case"
size property being off by 1 when compared to OptiFinename property not working for players usernamesphysics mod capes3D skin layers mod emissive body pixels with skin featuresen_us translationspattern & ipattern to correctly match the OptiFine behaviour22.08.2023 · 12 856 загрузки
[4.5.1]
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to pattern string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to pattern string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine (note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)
- added support for armor trim overrides (e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants (e.g "mob4.png" now variates with "mob4.2.png")
- Animatica textures are now detected and prevent certain ETF actions that could break these textures (MoreMcmeta was already supported)
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
minecraftcapes.net api url when used in skin featurestweaked the resource-pack screen etf button
fixed biome property breaking when using "CamelCase" instead of "snake_case"
size property being off by 1 when compared to OptiFinename property not working for players usernamesphysics mod capes3D skin layers mod emissive body pixels with skin featuresen_us translationspattern & ipattern to correctly match the OptiFine behaviour22.08.2023 · 236 336 загрузки
[4.5.1]
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to pattern string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to pattern string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine (note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)
- added support for armor trim overrides (e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants (e.g "mob4.png" now variates with "mob4.2.png")
- Animatica textures are now detected and prevent certain ETF actions that could break these textures (MoreMcmeta was already supported)
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
minecraftcapes.net api url when used in skin featurestweaked the resource-pack screen etf button
fixed biome property breaking when using "CamelCase" instead of "snake_case"
size property being off by 1 when compared to OptiFinename property not working for players usernamesphysics mod capes3D skin layers mod emissive body pixels with skin featuresen_us translationspattern & ipattern to correctly match the OptiFine behaviour22.08.2023 · 1 884 загрузки
[4.5.1]
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to pattern string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to pattern string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine (note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)
- added support for armor trim overrides (e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants (e.g "mob4.png" now variates with "mob4.2.png")
- Animatica textures are now detected and prevent certain ETF actions that could break these textures (MoreMcmeta was already supported)
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
minecraftcapes.net api url when used in skin featurestweaked the resource-pack screen etf button
fixed biome property breaking when using "CamelCase" instead of "snake_case"
size property being off by 1 when compared to OptiFinename property not working for players usernamesphysics mod capes3D skin layers mod emissive body pixels with skin featuresen_us translationspattern & ipattern to correctly match the OptiFine behaviour22.08.2023 · 20 447 загрузки
[4.5.1]
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to pattern string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to pattern string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine (note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)
- added support for armor trim overrides (e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants (e.g "mob4.png" now variates with "mob4.2.png")
- Animatica textures are now detected and prevent certain ETF actions that could break these textures (MoreMcmeta was already supported)
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
minecraftcapes.net api url when used in skin featurestweaked the resource-pack screen etf button
fixed biome property breaking when using "CamelCase" instead of "snake_case"
size property being off by 1 when compared to OptiFinename property not working for players usernamesphysics mod capes3D skin layers mod emissive body pixels with skin featuresen_us translationspattern & ipattern to correctly match the OptiFine behaviour22.08.2023 · 733 загрузки
[4.5.1]
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to pattern string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to pattern string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine (note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)
- added support for armor trim overrides (e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants (e.g "mob4.png" now variates with "mob4.2.png")
- Animatica textures are now detected and prevent certain ETF actions that could break these textures (MoreMcmeta was already supported)
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
minecraftcapes.net api url when used in skin featurestweaked the resource-pack screen etf button
fixed biome property breaking when using "CamelCase" instead of "snake_case"
size property being off by 1 when compared to OptiFinename property not working for players usernamesphysics mod capes3D skin layers mod emissive body pixels with skin featuresen_us translationspattern & ipattern to correctly match the OptiFine behaviour22.08.2023 · 4 066 загрузки
[4.5.1]
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to pattern string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to pattern string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine (note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)
- added support for armor trim overrides (e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants (e.g "mob4.png" now variates with "mob4.2.png")
- Animatica textures are now detected and prevent certain ETF actions that could break these textures (MoreMcmeta was already supported)
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
minecraftcapes.net api url when used in skin featurestweaked the resource-pack screen etf button
fixed biome property breaking when using "CamelCase" instead of "snake_case"
size property being off by 1 when compared to OptiFinename property not working for players usernamesphysics mod capes3D skin layers mod emissive body pixels with skin featuresen_us translationspattern & ipattern to correctly match the OptiFine behaviour22.08.2023 · 14 952 загрузки
[4.5.1]
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to pattern string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to pattern string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine (note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)
- added support for armor trim overrides (e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants (e.g "mob4.png" now variates with "mob4.2.png")
- Animatica textures are now detected and prevent certain ETF actions that could break these textures (MoreMcmeta was already supported)
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
minecraftcapes.net api url when used in skin featurestweaked the resource-pack screen etf button
fixed biome property breaking when using "CamelCase" instead of "snake_case"
size property being off by 1 when compared to OptiFinename property not working for players usernamesphysics mod capes3D skin layers mod emissive body pixels with skin featuresen_us translationspattern & ipattern to correctly match the OptiFine behaviour22.08.2023 · 36 735 загрузки
[4.5.1]
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to pattern string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to pattern string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine (note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)
- added support for armor trim overrides (e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants (e.g "mob4.png" now variates with "mob4.2.png")
- Animatica textures are now detected and prevent certain ETF actions that could break these textures (MoreMcmeta was already supported)
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
minecraftcapes.net api url when used in skin featurestweaked the resource-pack screen etf button
fixed biome property breaking when using "CamelCase" instead of "snake_case"
size property being off by 1 when compared to OptiFinename property not working for players usernamesphysics mod capes3D skin layers mod emissive body pixels with skin featuresen_us translationspattern & ipattern to correctly match the OptiFine behaviour06.08.2023 · 100 923 загрузки
minecraftcapes.net api url when used in skin featuresbiome property breaking when using "CamelCase" instead of "snake_case"size property being off by 1 when compared to OptiFinename property not working for players usernamesphysics mod capes3D skin layers mod emissive body pixels with skin featuresen_us translationspattern & ipattern to correctly match the OptiFine behaviour06.08.2023 · 1 211 загрузки
minecraftcapes.net api url when used in skin featuresbiome property breaking when using "CamelCase" instead of "snake_case"size property being off by 1 when compared to OptiFinename property not working for players usernamesphysics mod capes3D skin layers mod emissive body pixels with skin featuresen_us translationspattern & ipattern to correctly match the OptiFine behaviour17.06.2023 · 8 687 загрузки
1.18.2 backport of 4.4.4
17.06.2023 · 1 468 загрузки
1.18.2 backport of 4.4.4
10.06.2023 · 8 885 загрузки
fix for forge 46.0.10
09.06.2023 · 331 302 загрузки
1.20
09.06.2023 · 222 загрузки
1.20
26.05.2023 · 422 загрузки
fixed an issue since 1.20-pre1
11.05.2023 · 246 загрузки
1.20-pre1
10.05.2023 · 147 118 загрузки
hotfix for a fabric crash
10.05.2023 · 3 089 загрузки
hotfix for a fabric crash
10.05.2023 · 136 136 загрузки
hotfix for a fabric crash
10.05.2023 · 2 616 загрузки
hotfix for a forge only crash
10.05.2023 · 358 загрузки
hotfix for a forge only crash
10.05.2023 · 8 022 загрузки
hotfix for a forge only crash
10.05.2023 · 290 загрузки
[4.4.3]
3d skin layers to enable skin features to work (this only ever needs to be disabled if it conflicts with some other mods version of a 3d skin layers compatibility patch, or if a future 3d skin layers mod update breaks this)10.05.2023 · 139 загрузки
[4.4.3]
3d skin layers to enable skin features to work (this only ever needs to be disabled if it conflicts with some other mods version of a 3d skin layers compatibility patch, or if a future 3d skin layers mod update breaks this)10.05.2023 · 284 загрузки
[4.4.3]
3d skin layers to enable skin features to work (this only ever needs to be disabled if it conflicts with some other mods version of a 3d skin layers compatibility patch, or if a future 3d skin layers mod update breaks this)10.05.2023 · 104 загрузки
[4.4.3]
3d skin layers to enable skin features to work (this only ever needs to be disabled if it conflicts with some other mods version of a 3d skin layers compatibility patch, or if a future 3d skin layers mod update breaks this)10.05.2023 · 96 загрузки
[4.4.3]
3d skin layers to enable skin features to work (this only ever needs to be disabled if it conflicts with some other mods version of a 3d skin layers compatibility patch, or if a future 3d skin layers mod update breaks this)10.05.2023 · 493 загрузки
[4.4.3]
3d skin layers to enable skin features to work (this only ever needs to be disabled if it conflicts with some other mods version of a 3d skin layers compatibility patch, or if a future 3d skin layers mod update breaks this)23.04.2023 · 30 119 загрузки
NBT property parity with OptiFine, ETF now parses the examples in this link correctly (https://optifine.readthedocs.io/syntax.html#nbt)NBT "raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposesNBT property syntax which will print the entire entities NBT data to the log, not just the specific compound, if the NBT property text starts with "print:", this will not affect the function of text after the "print:"wolf_tame.png will fall back to wolf.properties if wolf_tame.properties doesn't exist (this is true for wolf, bee, ghast & strider texture variants) (only for vanilla textures)Blocks property now utilizes the full OptiFine blocks syntax [namespace:]name[:property1=value1,...:property2=value1,...]"blocks=oak_stairs:facing=east,west:half=bottom"Name, Names, Biomes and Teams properties more robust and all 3 can now utilise Regex and Pattern not just NamesEMFEMF23.04.2023 · 1 526 загрузки
NBT property parity with OptiFine, ETF now parses the examples in this link correctly (https://optifine.readthedocs.io/syntax.html#nbt)NBT "raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposesNBT property syntax which will print the entire entities NBT data to the log, not just the specific compound, if the NBT property text starts with "print:", this will not affect the function of text after the "print:"wolf_tame.png will fall back to wolf.properties if wolf_tame.properties doesn't exist (this is true for wolf, bee, ghast & strider texture variants) (only for vanilla textures)Blocks property now utilizes the full OptiFine blocks syntax [namespace:]name[:property1=value1,...:property2=value1,...]"blocks=oak_stairs:facing=east,west:half=bottom"Name, Names, Biomes and Teams properties more robust and all 3 can now utilise Regex and Pattern not just NamesEMFEMF23.04.2023 · 5 857 загрузки
NBT property parity with OptiFine, ETF now parses the examples in this link correctly (https://optifine.readthedocs.io/syntax.html#nbt)NBT "raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposesNBT property syntax which will print the entire entities NBT data to the log, not just the specific compound, if the NBT property text starts with "print:", this will not affect the function of text after the "print:"wolf_tame.png will fall back to wolf.properties if wolf_tame.properties doesn't exist (this is true for wolf, bee, ghast & strider texture variants) (only for vanilla textures)Blocks property now utilizes the full OptiFine blocks syntax [namespace:]name[:property1=value1,...:property2=value1,...]"blocks=oak_stairs:facing=east,west:half=bottom"Name, Names, Biomes and Teams properties more robust and all 3 can now utilise Regex and Pattern not just NamesEMFEMF23.04.2023 · 231 загрузки
NBT property parity with OptiFine, ETF now parses the examples in this link correctly (https://optifine.readthedocs.io/syntax.html#nbt)NBT "raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposesNBT property syntax which will print the entire entities NBT data to the log, not just the specific compound, if the NBT property text starts with "print:", this will not affect the function of text after the "print:"wolf_tame.png will fall back to wolf.properties if wolf_tame.properties doesn't exist (this is true for wolf, bee, ghast & strider texture variants) (only for vanilla textures)Blocks property now utilizes the full OptiFine blocks syntax [namespace:]name[:property1=value1,...:property2=value1,...]"blocks=oak_stairs:facing=east,west:half=bottom"Name, Names, Biomes and Teams properties more robust and all 3 can now utilise Regex and Pattern not just NamesEMFEMF23.04.2023 · 120 загрузки
NBT property parity with OptiFine, ETF now parses the examples in this link correctly (https://optifine.readthedocs.io/syntax.html#nbt)NBT "raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposesNBT property syntax which will print the entire entities NBT data to the log, not just the specific compound, if the NBT property text starts with "print:", this will not affect the function of text after the "print:"wolf_tame.png will fall back to wolf.properties if wolf_tame.properties doesn't exist (this is true for wolf, bee, ghast & strider texture variants) (only for vanilla textures)Blocks property now utilizes the full OptiFine blocks syntax [namespace:]name[:property1=value1,...:property2=value1,...]"blocks=oak_stairs:facing=east,west:half=bottom"Name, Names, Biomes and Teams properties more robust and all 3 can now utilise Regex and Pattern not just NamesEMFEMF23.04.2023 · 931 загрузки
NBT property parity with OptiFine, ETF now parses the examples in this link correctly (https://optifine.readthedocs.io/syntax.html#nbt)NBT "raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposesNBT property syntax which will print the entire entities NBT data to the log, not just the specific compound, if the NBT property text starts with "print:", this will not affect the function of text after the "print:"wolf_tame.png will fall back to wolf.properties if wolf_tame.properties doesn't exist (this is true for wolf, bee, ghast & strider texture variants) (only for vanilla textures)Blocks property now utilizes the full OptiFine blocks syntax [namespace:]name[:property1=value1,...:property2=value1,...]"blocks=oak_stairs:facing=east,west:half=bottom"Name, Names, Biomes and Teams properties more robust and all 3 can now utilise Regex and Pattern not just NamesEMFEMF24.03.2023 · 17 166 загрузки
24.03.2023 · 199 загрузки
14.03.2023 · 5 668 загрузки
1.19.4 update
05.03.2023 · 171 загрузки
[V4.3.3]
05.03.2023 · 22 416 загрузки
[V4.3.3]
05.03.2023 · 232 385 загрузки
[V4.3.3]
05.03.2023 · 125 загрузки
[V4.3.3]
05.03.2023 · 8 345 загрузки
[V4.3.3]
23.02.2023 · 181 загрузки
[V4.3.2]
NBT OptiFine texture property, which can read any NBT value of an entity that is available to the clientIllegal path override = All config setting will no longer allow empty paths23.02.2023 · 252 загрузки
[V4.3.2]
NBT OptiFine texture property, which can read any NBT value of an entity that is available to the clientIllegal path override = All config setting will no longer allow empty paths23.02.2023 · 4 498 загрузки
[V4.3.2]
NBT OptiFine texture property, which can read any NBT value of an entity that is available to the clientIllegal path override = All config setting will no longer allow empty paths23.02.2023 · 1 493 загрузки
[V4.3.2]
NBT OptiFine texture property, which can read any NBT value of an entity that is available to the clientIllegal path override = All config setting will no longer allow empty paths03.01.2023 · 1 256 загрузки
[V4.3.1]
03.01.2023 · 1 397 загрузки
[V4.3.1]
03.01.2023 · 722 загрузки
[V4.3.1]
03.01.2023 · 2 165 загрузки
[V4.3.1]
03.01.2023 · 181 246 загрузки
[V4.3.1]
03.01.2023 · 18 627 загрузки
[V4.3.1]
03.01.2023 · 29 877 загрузки
[V4.3.1]
03.01.2023 · 4 605 загрузки
[V4.3.1]
03.01.2023 · 62 888 загрузки
[V4.3.1]
03.01.2023 · 108 157 загрузки
[V4.3.1]
31.12.2022 · 109 загрузки
[V4.3.0]
Update summary
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the 3D Skin Layers mod and any skin changing mod
as well as fixing a notorious Tinkers construct crash on forge.
Added:
moremcmeta mod animations, moremcmeta is presentChanged:
diguise-heads, impersonate, or fabric tailor[Allow broken texture paths] setting, it can now be set to off|entities only|all resources, allFixed:
Tinkers construct crash3D skin layers mod compatibility with ETF skin featuresdisguise-heads, impersonate, fabric tailor)[Allow broken texture paths] setting preventing resource packs with broken paths from loading31.12.2022 · 155 загрузки
[V4.3.0]
Update summary
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the 3D Skin Layers mod and any skin changing mod
as well as fixing a notorious Tinkers construct crash on forge.
Added:
moremcmeta mod animations, moremcmeta is presentChanged:
diguise-heads, impersonate, or fabric tailor[Allow broken texture paths] setting, it can now be set to off|entities only|all resources, allFixed:
Tinkers construct crash3D skin layers mod compatibility with ETF skin featuresdisguise-heads, impersonate, fabric tailor)[Allow broken texture paths] setting preventing resource packs with broken paths from loading31.12.2022 · 123 загрузки
[V4.3.0]
Update summary
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the 3D Skin Layers mod and any skin changing mod
as well as fixing a notorious Tinkers construct crash on forge.
Added:
moremcmeta mod animations, moremcmeta is presentChanged:
diguise-heads, impersonate, or fabric tailor[Allow broken texture paths] setting, it can now be set to off|entities only|all resources, allFixed:
Tinkers construct crash3D skin layers mod compatibility with ETF skin featuresdisguise-heads, impersonate, fabric tailor)[Allow broken texture paths] setting preventing resource packs with broken paths from loading31.12.2022 · 89 загрузки
[V4.3.0]
Update summary
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the 3D Skin Layers mod and any skin changing mod
as well as fixing a notorious Tinkers construct crash on forge.
Added:
moremcmeta mod animations, moremcmeta is presentChanged:
diguise-heads, impersonate, or fabric tailor[Allow broken texture paths] setting, it can now be set to off|entities only|all resources, allFixed:
Tinkers construct crash3D skin layers mod compatibility with ETF skin featuresdisguise-heads, impersonate, fabric tailor)[Allow broken texture paths] setting preventing resource packs with broken paths from loading31.12.2022 · 425 загрузки
[V4.3.0]
Update summary
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the 3D Skin Layers mod and any skin changing mod
as well as fixing a notorious Tinkers construct crash on forge.
Added:
moremcmeta mod animations, moremcmeta is presentChanged:
diguise-heads, impersonate, or fabric tailor[Allow broken texture paths] setting, it can now be set to off|entities only|all resources, allFixed:
Tinkers construct crash3D skin layers mod compatibility with ETF skin featuresdisguise-heads, impersonate, fabric tailor)[Allow broken texture paths] setting preventing resource packs with broken paths from loading31.12.2022 · 1 664 загрузки
[V4.3.0]
Update summary
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the 3D Skin Layers mod and any skin changing mod
as well as fixing a notorious Tinkers construct crash on forge.
Added:
moremcmeta mod animations, moremcmeta is presentChanged:
diguise-heads, impersonate, or fabric tailor[Allow broken texture paths] setting, it can now be set to off|entities only|all resources, allFixed:
Tinkers construct crash3D skin layers mod compatibility with ETF skin featuresdisguise-heads, impersonate, fabric tailor)[Allow broken texture paths] setting preventing resource packs with broken paths from loading31.12.2022 · 24 311 загрузки
[V4.3.0]
Update summary
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the 3D Skin Layers mod and any skin changing mod
as well as fixing a notorious Tinkers construct crash on forge.
Added:
moremcmeta mod animations, moremcmeta is presentChanged:
diguise-heads, impersonate, or fabric tailor[Allow broken texture paths] setting, it can now be set to off|entities only|all resources, allFixed:
Tinkers construct crash3D skin layers mod compatibility with ETF skin featuresdisguise-heads, impersonate, fabric tailor)[Allow broken texture paths] setting preventing resource packs with broken paths from loading31.12.2022 · 143 загрузки
[V4.3.0]
Update summary
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the 3D Skin Layers mod and any skin changing mod
as well as fixing a notorious Tinkers construct crash on forge.
Added:
moremcmeta mod animations, moremcmeta is presentChanged:
diguise-heads, impersonate, or fabric tailor[Allow broken texture paths] setting, it can now be set to off|entities only|all resources, allFixed:
Tinkers construct crash3D skin layers mod compatibility with ETF skin featuresdisguise-heads, impersonate, fabric tailor)[Allow broken texture paths] setting preventing resource packs with broken paths from loading31.12.2022 · 143 загрузки
[V4.3.0]
Update summary
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the 3D Skin Layers mod and any skin changing mod
as well as fixing a notorious Tinkers construct crash on forge.
Added:
moremcmeta mod animations, moremcmeta is presentChanged:
diguise-heads, impersonate, or fabric tailor[Allow broken texture paths] setting, it can now be set to off|entities only|all resources, allFixed:
Tinkers construct crash3D skin layers mod compatibility with ETF skin featuresdisguise-heads, impersonate, fabric tailor)[Allow broken texture paths] setting preventing resource packs with broken paths from loading31.12.2022 · 318 загрузки
1.16.5 FABRIC VERSION REQUIRES FABRIC API
[V4.3.0]
Update summary
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the 3D Skin Layers mod and any skin changing mod
as well as fixing a notorious Tinkers construct crash on forge.
Added:
moremcmeta mod animations, moremcmeta is presentChanged:
diguise-heads, impersonate, or fabric tailor[Allow broken texture paths] setting, it can now be set to off|entities only|all resources, allFixed:
Tinkers construct crash3D skin layers mod compatibility with ETF skin featuresdisguise-heads, impersonate, fabric tailor)[Allow broken texture paths] setting preventing resource packs with broken paths from loading09.12.2022 · 217 загрузки
updated to 1.19.3
09.12.2022 · 6 953 загрузки
updated to 1.19.3
01.12.2022 · 1 154 загрузки
forge build of ETF 4.2, made by request, that should be compatible with the chinese version of minecraft and forge 1.18.1-39.1.0
17.11.2022 · 592 загрузки
fixed a crash in V4.2.0 forge
16.11.2022 · 236 загрузки
[V4.2.0]
Update summary:
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
angry, used like other OptiFine properties, can be true|false. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' (open mouth for endermen & blazes igniting)moving, used like other OptiFine properties, can be true|false to vary texture based on whether a mob is moving or not.items, used like other OptiFine properties, can be either:none(true if mob is holding or wearing no items)any(true if mob is holding or wearing any items)holding(true if mob is holding any items)wearing(true if mob is wearing any items)minecraft:book or cool_mod:sunglasses, separated by spaces.skins.1vanillaBrightnessOverride: can be set as a number from 0-15, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.suppressParticles: if set to true will remove ambient particles from mobs (currently only Blazes and Glow Squids)showHiddenModelParts: if set to true will enable the rendering of model parts normally hidden in vanilla (currently only zombie piglin right ears)entityRenderLayerOverride, shader compatibility will vary, the possible values for this property are:translucent (allows partial transparency in entity rendering)translucent_cull (allows partial transparency in entity rendering & culls model faces)end_portal (looks like the end portal effect, added for fun cause it works)outline (renders the entities outline through walls)Oculus, this should improve z-fighting and support the new compatible emissive render mode.Compatible emissive rendering mode. This mode uses the Bright emissive rendering mode normally and automatically changes to, the more shader compatible, Default / Dull emissive rendering mode when shaders are enabled. To have the best of both worlds.impersonate mod presentPascalCase to be auto converted to the modern snake_case biome names (e.g. MushroomFields becomes the correct mushroom_fields automatically)changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the quark mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures (e.g. sheep fur or villager types) having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing (skin features will not display on disguised players :/)
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui (currently just ESC key to go back)
16.11.2022 · 114 загрузки
[V4.2.0]
Update summary:
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
angry, used like other OptiFine properties, can be true|false. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' (open mouth for endermen & blazes igniting)moving, used like other OptiFine properties, can be true|false to vary texture based on whether a mob is moving or not.items, used like other OptiFine properties, can be either:none(true if mob is holding or wearing no items)any(true if mob is holding or wearing any items)holding(true if mob is holding any items)wearing(true if mob is wearing any items)minecraft:book or cool_mod:sunglasses, separated by spaces.skins.1vanillaBrightnessOverride: can be set as a number from 0-15, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.suppressParticles: if set to true will remove ambient particles from mobs (currently only Blazes and Glow Squids)showHiddenModelParts: if set to true will enable the rendering of model parts normally hidden in vanilla (currently only zombie piglin right ears)entityRenderLayerOverride, shader compatibility will vary, the possible values for this property are:translucent (allows partial transparency in entity rendering)translucent_cull (allows partial transparency in entity rendering & culls model faces)end_portal (looks like the end portal effect, added for fun cause it works)outline (renders the entities outline through walls)Oculus, this should improve z-fighting and support the new compatible emissive render mode.Compatible emissive rendering mode. This mode uses the Bright emissive rendering mode normally and automatically changes to, the more shader compatible, Default / Dull emissive rendering mode when shaders are enabled. To have the best of both worlds.impersonate mod presentPascalCase to be auto converted to the modern snake_case biome names (e.g. MushroomFields becomes the correct mushroom_fields automatically)changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the quark mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures (e.g. sheep fur or villager types) having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing (skin features will not display on disguised players :/)
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui (currently just ESC key to go back)
16.11.2022 · 605 загрузки
[V4.2.0]
Update summary:
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
angry, used like other OptiFine properties, can be true|false. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' (open mouth for endermen & blazes igniting)moving, used like other OptiFine properties, can be true|false to vary texture based on whether a mob is moving or not.items, used like other OptiFine properties, can be either:none(true if mob is holding or wearing no items)any(true if mob is holding or wearing any items)holding(true if mob is holding any items)wearing(true if mob is wearing any items)minecraft:book or cool_mod:sunglasses, separated by spaces.skins.1vanillaBrightnessOverride: can be set as a number from 0-15, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.suppressParticles: if set to true will remove ambient particles from mobs (currently only Blazes and Glow Squids)showHiddenModelParts: if set to true will enable the rendering of model parts normally hidden in vanilla (currently only zombie piglin right ears)entityRenderLayerOverride, shader compatibility will vary, the possible values for this property are:translucent (allows partial transparency in entity rendering)translucent_cull (allows partial transparency in entity rendering & culls model faces)end_portal (looks like the end portal effect, added for fun cause it works)outline (renders the entities outline through walls)Oculus, this should improve z-fighting and support the new compatible emissive render mode.Compatible emissive rendering mode. This mode uses the Bright emissive rendering mode normally and automatically changes to, the more shader compatible, Default / Dull emissive rendering mode when shaders are enabled. To have the best of both worlds.impersonate mod presentPascalCase to be auto converted to the modern snake_case biome names (e.g. MushroomFields becomes the correct mushroom_fields automatically)changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the quark mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures (e.g. sheep fur or villager types) having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing (skin features will not display on disguised players :/)
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui (currently just ESC key to go back)
16.11.2022 · 25 485 загрузки
[V4.2.0]
Update summary:
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
angry, used like other OptiFine properties, can be true|false. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' (open mouth for endermen & blazes igniting)moving, used like other OptiFine properties, can be true|false to vary texture based on whether a mob is moving or not.items, used like other OptiFine properties, can be either:none(true if mob is holding or wearing no items)any(true if mob is holding or wearing any items)holding(true if mob is holding any items)wearing(true if mob is wearing any items)minecraft:book or cool_mod:sunglasses, separated by spaces.skins.1vanillaBrightnessOverride: can be set as a number from 0-15, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.suppressParticles: if set to true will remove ambient particles from mobs (currently only Blazes and Glow Squids)showHiddenModelParts: if set to true will enable the rendering of model parts normally hidden in vanilla (currently only zombie piglin right ears)entityRenderLayerOverride, shader compatibility will vary, the possible values for this property are:translucent (allows partial transparency in entity rendering)translucent_cull (allows partial transparency in entity rendering & culls model faces)end_portal (looks like the end portal effect, added for fun cause it works)outline (renders the entities outline through walls)Oculus, this should improve z-fighting and support the new compatible emissive render mode.Compatible emissive rendering mode. This mode uses the Bright emissive rendering mode normally and automatically changes to, the more shader compatible, Default / Dull emissive rendering mode when shaders are enabled. To have the best of both worlds.impersonate mod presentPascalCase to be auto converted to the modern snake_case biome names (e.g. MushroomFields becomes the correct mushroom_fields automatically)changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the quark mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures (e.g. sheep fur or villager types) having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing (skin features will not display on disguised players :/)
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui (currently just ESC key to go back)
16.11.2022 · 653 загрузки
[V4.2.0]
Update summary:
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
angry, used like other OptiFine properties, can be true|false. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' (open mouth for endermen & blazes igniting)moving, used like other OptiFine properties, can be true|false to vary texture based on whether a mob is moving or not.items, used like other OptiFine properties, can be either:none(true if mob is holding or wearing no items)any(true if mob is holding or wearing any items)holding(true if mob is holding any items)wearing(true if mob is wearing any items)minecraft:book or cool_mod:sunglasses, separated by spaces.skins.1vanillaBrightnessOverride: can be set as a number from 0-15, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.suppressParticles: if set to true will remove ambient particles from mobs (currently only Blazes and Glow Squids)showHiddenModelParts: if set to true will enable the rendering of model parts normally hidden in vanilla (currently only zombie piglin right ears)entityRenderLayerOverride, shader compatibility will vary, the possible values for this property are:translucent (allows partial transparency in entity rendering)translucent_cull (allows partial transparency in entity rendering & culls model faces)end_portal (looks like the end portal effect, added for fun cause it works)outline (renders the entities outline through walls)Oculus, this should improve z-fighting and support the new compatible emissive render mode.Compatible emissive rendering mode. This mode uses the Bright emissive rendering mode normally and automatically changes to, the more shader compatible, Default / Dull emissive rendering mode when shaders are enabled. To have the best of both worlds.impersonate mod presentPascalCase to be auto converted to the modern snake_case biome names (e.g. MushroomFields becomes the correct mushroom_fields automatically)changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the quark mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures (e.g. sheep fur or villager types) having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing (skin features will not display on disguised players :/)
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui (currently just ESC key to go back)
16.11.2022 · 231 загрузки
[V4.2.0]
Update summary:
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
angry, used like other OptiFine properties, can be true|false. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' (open mouth for endermen & blazes igniting)moving, used like other OptiFine properties, can be true|false to vary texture based on whether a mob is moving or not.items, used like other OptiFine properties, can be either:none(true if mob is holding or wearing no items)any(true if mob is holding or wearing any items)holding(true if mob is holding any items)wearing(true if mob is wearing any items)minecraft:book or cool_mod:sunglasses, separated by spaces.skins.1vanillaBrightnessOverride: can be set as a number from 0-15, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.suppressParticles: if set to true will remove ambient particles from mobs (currently only Blazes and Glow Squids)showHiddenModelParts: if set to true will enable the rendering of model parts normally hidden in vanilla (currently only zombie piglin right ears)entityRenderLayerOverride, shader compatibility will vary, the possible values for this property are:translucent (allows partial transparency in entity rendering)translucent_cull (allows partial transparency in entity rendering & culls model faces)end_portal (looks like the end portal effect, added for fun cause it works)outline (renders the entities outline through walls)Oculus, this should improve z-fighting and support the new compatible emissive render mode.Compatible emissive rendering mode. This mode uses the Bright emissive rendering mode normally and automatically changes to, the more shader compatible, Default / Dull emissive rendering mode when shaders are enabled. To have the best of both worlds.impersonate mod presentPascalCase to be auto converted to the modern snake_case biome names (e.g. MushroomFields becomes the correct mushroom_fields automatically)changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the quark mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures (e.g. sheep fur or villager types) having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing (skin features will not display on disguised players :/)
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui (currently just ESC key to go back)
16.11.2022 · 482 загрузки
[V4.2.0]
Update summary:
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
angry, used like other OptiFine properties, can be true|false. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' (open mouth for endermen & blazes igniting)moving, used like other OptiFine properties, can be true|false to vary texture based on whether a mob is moving or not.items, used like other OptiFine properties, can be either:none(true if mob is holding or wearing no items)any(true if mob is holding or wearing any items)holding(true if mob is holding any items)wearing(true if mob is wearing any items)minecraft:book or cool_mod:sunglasses, separated by spaces.skins.1vanillaBrightnessOverride: can be set as a number from 0-15, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.suppressParticles: if set to true will remove ambient particles from mobs (currently only Blazes and Glow Squids)showHiddenModelParts: if set to true will enable the rendering of model parts normally hidden in vanilla (currently only zombie piglin right ears)entityRenderLayerOverride, shader compatibility will vary, the possible values for this property are:translucent (allows partial transparency in entity rendering)translucent_cull (allows partial transparency in entity rendering & culls model faces)end_portal (looks like the end portal effect, added for fun cause it works)outline (renders the entities outline through walls)Oculus, this should improve z-fighting and support the new compatible emissive render mode.Compatible emissive rendering mode. This mode uses the Bright emissive rendering mode normally and automatically changes to, the more shader compatible, Default / Dull emissive rendering mode when shaders are enabled. To have the best of both worlds.impersonate mod presentPascalCase to be auto converted to the modern snake_case biome names (e.g. MushroomFields becomes the correct mushroom_fields automatically)changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the quark mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures (e.g. sheep fur or villager types) having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing (skin features will not display on disguised players :/)
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui (currently just ESC key to go back)
18.09.2022 · 767 загрузки
[V4.1.1]
[V4.1.0]
Update summary:
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several
new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
added config option "hideConfigButton" to disable ETF config button in the resource-pack screen (only available in the config.json file)
changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix
possibilities (fixes for animation mods, iris PBR and a few others)
tweaked the debug printout
fixed an ArrayIndexOutOfBoundsException crash related to caches
fixed a crash when reading corrupt or broken config files
and many more minor tweaks and fixes :)
18.09.2022 · 186 загрузки
[V4.1.1]
[V4.1.0]
Update summary:
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several
new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
added config option "hideConfigButton" to disable ETF config button in the resource-pack screen (only available in the config.json file)
changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix
possibilities (fixes for animation mods, iris PBR and a few others)
tweaked the debug printout
fixed an ArrayIndexOutOfBoundsException crash related to caches
fixed a crash when reading corrupt or broken config files
and many more minor tweaks and fixes :)
18.09.2022 · 20 371 загрузки
[V4.1.1]
[V4.1.0]
Update summary:
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several
new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
added config option "hideConfigButton" to disable ETF config button in the resource-pack screen (only available in the config.json file)
changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix
possibilities (fixes for animation mods, iris PBR and a few others)
tweaked the debug printout
fixed an ArrayIndexOutOfBoundsException crash related to caches
fixed a crash when reading corrupt or broken config files
and many more minor tweaks and fixes :)
18.09.2022 · 923 загрузки
[V4.1.1]
[V4.1.0]
Update summary:
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several
new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
added config option "hideConfigButton" to disable ETF config button in the resource-pack screen (only available in the config.json file)
changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix
possibilities (fixes for animation mods, iris PBR and a few others)
tweaked the debug printout
fixed an ArrayIndexOutOfBoundsException crash related to caches
fixed a crash when reading corrupt or broken config files
and many more minor tweaks and fixes :)
14.09.2022 · 1 642 загрузки
[V4.1.0]
Update summary:
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several
new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
added config option "hideConfigButton" to disable ETF config button in the resource-pack screen (only available in the config.json file)
changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix
possibilities (fixes for animation mods, iris PBR and a few others)
tweaked the debug printout
fixed an ArrayIndexOutOfBoundsException crash related to caches
fixed a crash when reading corrupt or broken config files
and many more minor tweaks and fixes :)
14.09.2022 · 155 загрузки
[V4.1.0]
Update summary:
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several
new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
added config option "hideConfigButton" to disable ETF config button in the resource-pack screen (only available in the config.json file)
changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix
possibilities (fixes for animation mods, iris PBR and a few others)
tweaked the debug printout
fixed an ArrayIndexOutOfBoundsException crash related to caches
fixed a crash when reading corrupt or broken config files
and many more minor tweaks and fixes :)
15.08.2022 · 425 загрузки
[V4.0.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
15.08.2022 · 99 загрузки
[V4.0.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
15.08.2022 · 184 загрузки
[V4.0.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
15.08.2022 · 382 загрузки
[V4.0.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
15.08.2022 · 447 загрузки
[V4.0.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
15.08.2022 · 241 загрузки
[V4.0.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
15.08.2022 · 65 748 загрузки
[V4.0.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
15.08.2022 · 9 866 загрузки
[V4.0.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
26.07.2022 · 14 705 загрузки
[ETF Changelog:
[V4.0.1]
- fixed cape mod compatibility
- added quark compatibility warning that disables incompatible features
[V4.0]
changes since last stable release
ETF's source code has been almost entirely rewritten with a focus on optimization.
Some scenarios exhibit up to 11 times less processing time usage, and in general the mod is much more stable and efficient
The source code has also been ported to a single codebase for forge and fabric using architechtury to streamline same time updating of both.
Groundwork has been laid to more easily backport the mod to 1.16, 1.17 & 1.18 these will come later
added: option to have a different texture on the left elytra wing using "elytra_left.png" (compatible with CITResewn)
fixed blocks property not also checking the block spawned inside correctly
fixed: elytra emissive bright mode bug
changed: custom potion effects have been removed as due to limits of client/server data transparency there is no reliable way to have it update during-game (potion info is only sent to clients in the mobs first seen/spawn packet :/ )
changed: block entity features will not render if the texture is animated as it is not supported (no need to change settings)
broke: puzzle support will be broken for a short period after release until I PR a fix to the dev
26.07.2022 · 112 загрузки
[ETF Changelog:
[V4.0.1]
- fixed cape mod compatibility
- added quark compatibility warning that disables incompatible features
[V4.0]
changes since last stable release
ETF's source code has been almost entirely rewritten with a focus on optimization.
Some scenarios exhibit up to 11 times less processing time usage, and in general the mod is much more stable and efficient
The source code has also been ported to a single codebase for forge and fabric using architechtury to streamline same time updating of both.
Groundwork has been laid to more easily backport the mod to 1.16, 1.17 & 1.18 these will come later
added: option to have a different texture on the left elytra wing using "elytra_left.png" (compatible with CITResewn)
fixed blocks property not also checking the block spawned inside correctly
fixed: elytra emissive bright mode bug
changed: custom potion effects have been removed as due to limits of client/server data transparency there is no reliable way to have it update during-game (potion info is only sent to clients in the mobs first seen/spawn packet :/ )
changed: block entity features will not render if the texture is animated as it is not supported (no need to change settings)
broke: puzzle support will be broken for a short period after release until I PR a fix to the dev
24.07.2022 · 116 загрузки
ETF Changelog:
[V4.0]
changes since last stable release
ETF's source code has been almost entirely rewritten with a focus on optimization.
Some scenarios exhibit up to 11 times less processing time usage, and in general the mod is much more stable and efficient
The source code has also been ported to a single codebase for forge and fabric using architechtury to streamline same time updating of both.
Groundwork has been laid to more easily backport the mod to 1.16, 1.17 & 1.18 these will come later
added: option to have a different texture on the left elytra wing using "elytra_left.png" (compatible with CITResewn)
fixed blocks property not also checking the block spawned inside correctly
fixed: elytra emissive bright mode bug
changed: custom potion effects have been removed as due to limits of client/server data transparency there is no reliable way to have it update during-game (potion info is only sent to clients in the mobs first seen/spawn packet :/ )
changed: block entity features will not render if the texture is animated as it is not supported (no need to change settings)
broke: puzzle support will be broken for a short period after release until I PR a fix to the dev
24.07.2022 · 415 загрузки
ETF Changelog:
[V4.0]
changes since last stable release
ETF's source code has been almost entirely rewritten with a focus on optimization.
Some scenarios exhibit up to 11 times less processing time usage, and in general the mod is much more stable and efficient
The source code has also been ported to a single codebase for forge and fabric using architechtury to streamline same time updating of both.
Groundwork has been laid to more easily backport the mod to 1.16, 1.17 & 1.18 these will come later
added: option to have a different texture on the left elytra wing using "elytra_left.png" (compatible with CITResewn)
fixed blocks property not also checking the block spawned inside correctly
fixed: elytra emissive bright mode bug
changed: custom potion effects have been removed as due to limits of client/server data transparency there is no reliable way to have it update during-game (potion info is only sent to clients in the mobs first seen/spawn packet :/ )
changed: block entity features will not render if the texture is animated as it is not supported (no need to change settings)
broke: puzzle support will be broken for a short period after release until I PR a fix to the dev
01.07.2022 · 296 загрузки
[V3.1.5]
- fixed a crash on forge
- block entity features will not render if the texture is animated as it is not supported (no need to change settings)
- further optimizations to additional mob textures (like sheep_fur.png)
- fixed elytra emissive texture rendering
20.06.2022 · 28 616 загрузки
[V3.1.4]
- fixed a logic mistake causing high lag when additional mob textures (like sheep_fur.png) did not have the same or higher number of variations as the base texture
- the Blocks property now also check the block the mob spawned inside of (allowing things like water, cave_air, flowers, torches, etc. to be used, and also fixes issues with soul-sand and mud not reading correctly)
- added an option to enable / disable block entity emissive and custom textures as they currently do not support vanilla animated textures and may want to be disabled by such users
- added some missed translation support (Still only english atm :/)
20.06.2022 · 13 526 загрузки
[V3.1.4]
- fixed a logic mistake causing high lag when additional mob textures (like sheep_fur.png) did not have the same or higher number of variations as the base texture
- the Blocks property now also check the block the mob spawned inside of (allowing things like water, cave_air, flowers, torches, etc. to be used, and also fixes issues with soul-sand and mud not reading correctly)
- added an option to enable / disable block entity emissive and custom textures as they currently do not support vanilla animated textures and may want to be disabled by such users
- added some missed translation support (Still only english atm :/)
20.06.2022 · 136 загрузки
[V3.1.4]
- fixed a logic mistake causing high lag when additional mob textures (like sheep_fur.png) did not have the same or higher number of variations as the base texture
- the Blocks property now also check the block the mob spawned inside of (allowing things like water, cave_air, flowers, torches, etc. to be used, and also fixes issues with soul-sand and mud not reading correctly)
- added an option to enable / disable block entity emissive and custom textures as they currently do not support vanilla animated textures and may want to be disabled by such users
- added some missed translation support (Still only english atm :/)
18.06.2022 · 128 загрузки
ETF Changelog:
[forge port of V3.1.3]
- fixed a crash related to forge loading without cloth config, that caused the game to crash prior to displaying the missing mod warning
- sheep wool support added (wool doesn't apply dye color to the emissive texture, use custom texture colour properties to set an altered coloured texture instead if required. A sheep using sheep2.png will try and use the equivalent wool2.png and will use the default otherwise )
- fixed a crash due to an incorrect texture path for custom capes skin feature
- tweaked property file loading to be more consistent with resource-pack order (using folders like "etf/random" & the vanilla locations will no longer accidentally override or be overridden by packs out of order)
- iron golem cracking texture support added (an iron_golem using texture2.png will try and use "crack_texture2.png" and will use the default if it doesn't exist)
[forge port of V3.1.2]
- shoulder parrot support re-enabled
[forge port of V3.0.4]
- shoulder parrot support disabled (could not get working)
[V3.0.4]
[V3.0.3]
[V3.0.2]
[V3.0.1]
[V3.0.0]
Changed:
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
18.06.2022 · 3 343 загрузки
ETF Changelog:
[V3.1.3]
- sheep wool support added (wool doesn't apply dye color to the emissive texture, use custom texture colour properties to set an altered coloured texture instead if required. A sheep using sheep2.png will try and use the equivalent wool2.png and will use the default otherwise )
- fixed a crash due to an incorrect texture path for custom capes skin feature
- tweaked property file loading to be more consistent with resource-pack order (using folders like "etf/random" & the vanilla locations will no longer accidentally override or be overridden by packs out of order)
- iron golem cracking texture support added (an iron_golem using texture2.png will try and use "crack_texture2.png" and will use the default if it doesn't exist)
[V3.1.2]
[V3.1.1]
[V3.1.0]
[V3.0.4]
[V3.0.3]
[V3.0.2]
[V3.0.1]
[V3.0.0]
Changed:
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
18.06.2022 · 579 загрузки
ETF Changelog:
[V3.1.3-mc1.18]
- sheep wool support added (wool doesn't apply dye color to the emissive texture, use custom texture colour properties to set an altered coloured texture instead if required. A sheep using sheep2.png will try and use the equivalent wool2.png and will use the default otherwise )
- fixed a crash due to an incorrect texture path for custom capes skin feature
- tweaked property file loading to be more consistent with resource-pack order (using folders like "etf/random" & the vanilla locations will no longer accidentally override or be overridden by packs out of order)
- iron golem cracking texture support added (an iron_golem using texture2.png will try and use "crack_texture2.png" and will use the default if it doesn't exist)
[V3.1.2-mc1.18]
[V3.0.4]
[V3.0.3]
[V3.0.2]
[V3.0.1]
[V3.0.0]
Changed:
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
14.06.2022 · 186 загрузки
ETF Changelog:
[forge port of V3.1.2]
- shoulder parrot support re-enabled
[forge port of V3.0.4]
- shoulder parrot support disabled (could not get working)
[V3.0.4]
[V3.0.3]
[V3.0.2]
[V3.0.1]
[V3.0.0]
Changed:
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
14.06.2022 · 1 013 загрузки
ETF Changelog:
[V3.1.2]
[V3.1.1]
[V3.1.0]
[V3.0.4]
[V3.0.3]
[V3.0.2]
[V3.0.1]
[V3.0.0]
Changed:
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
14.06.2022 · 2 879 загрузки
ETF Changelog:
[V3.1.2-mc1.18]
[V3.0.4]
[V3.0.3]
[V3.0.2]
[V3.0.1]
[V3.0.0]
Changed:
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
08.06.2022 · 1 500 загрузки
ETF Changelog:
[V3.1.1]
[V3.1.0]
[V3.0.4]
[V3.0.3]
[V3.0.2]
[V3.0.1]
[V3.0.0]
Changed:
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
08.06.2022 · 193 загрузки
ETF Changelog:
[V3.1.0]
[V3.0.4]
[V3.0.3]
[V3.0.2]
[V3.0.1]
[V3.0.0]
Changed:
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
03.06.2022 · 248 загрузки
ETF Changelog:
[forge port of V3.0.4]
- shoulder parrot support disabled (could not get working in forge)
- EXPECT BUGS DUE TO BEING FIRST FORGE PORT
[V3.0.4]
[V3.0.3]
[V3.0.2]
[V3.0.1]
[V3.0.0]
Changed:
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
02.06.2022 · 4 021 загрузки
ETF Changelog:
[V3.0.4]
[V3.0.3]
[V3.0.2]
[V3.0.1]
[V3.0.0]
Changed:
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
01.06.2022 · 190 загрузки
ETF Changelog:
[V3.0.3]
[V3.0.2]
[V3.0.1]
[V3.0.0]
Changed:
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
30.05.2022 · 222 загрузки
ETF Changelog:
[V3.0.2]
[V3.0.1]
[V3.0.0]
Changed:
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
28.05.2022 · 358 загрузки
ETF Changelog:
[V3.0.1]
[V3.0.0]
Changed:
Added:
Fixed:
26.05.2022 · 149 загрузки
ETF Changelog:
[V3.0.0]
updated to 1.19.pre3 for testing
EXPECT BUGS
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
26.05.2022 · 533 загрузки
ETF Changelog:
[V3.0.0]
Changed:
Added:
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
23.05.2022 · 190 загрузки
[V2.7.0] Betas so far
Various code improvements implemented thanks to @Maximum#8760:
- logging
- iris compatibility
- translation support
- A great deal of source code support and proofreading, thank you again @Maximum#8760
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity feature renderer code
- litematica compatibility
- various minor issues
29.03.2022 · 1 763 загрузки
[V2.6.0] Release
Changes since last Release:
- enabled all versions after 1.18 for snapshot testing
- optimized code with a focus on preventing future mod conflicts
added a setting in Custom textures to customize property updating restrictions (E.G if disabled for biomes a desert zombie that walks into a forest will be able to change texture based on the new biome, as opposed to the default behaviour where it will keep its desert skin)
change: blinking now occurs truly randomly within configured frequency
change: CIT resewn elytra message removed as CIT now supports ETF emissive elytras
fix: properties not updating correctly
28.03.2022 · 117 загрузки
[V2.6.RC2] Release Candidate 2
- fixed a crash with Puzzle in RC1
28.03.2022 · 124 загрузки
[V2.6.RC1] Release Candidate 1
Changes since last Release:
- enabled all versions after 1.18 for snapshot testing
- optimized code with a focus on preventing future mod conflicts
added a setting in Custom textures to customize property updating restrictions (E.G if disabled for biomes a desert zombie that walks into a forest will be able to change texture based on the new biome, as opposed to the default behaviour where it will keep its desert skin)
change: blinking now occurs truly randomly within configured frequency
change: CIT resewn elytra message removed as CIT now supports ETF emissive elytras
fix: properties not updating correctly
27.03.2022 · 426 загрузки
27.03.2022 · 238 загрузки
[V2.5.15] beta
- restructured how optifine properties are applied. (Biome and other non-updating properties will no longer prevent / effect updating properties like health or name.)
- added an option in Custom textures to remove property updating restrictions (E.G if disabled a desert zombie that walks into a forest will be able to change texture based on the new biome, as opposed to the default behaviour where it will keep its desert skin)
[V2.5.14] beta
- blinking now occurs truly randomly within allowed frequency
- fixed random properties sometimes being ignored in previous betas
- added a setting to allow illegal characters in texture files like spaces and capitals (Optifine parity)
26.03.2022 · 205 загрузки
[V2.5.13] beta
26.03.2022 · 133 загрузки
[V2.5.12] beta
- added emissive horse armour support
- added emissive & random horse marking texture support
- added shulker head emissive and random texture support
- fixed an issue with biome textures reverting to vanilla after a time with certain property file configurations
- fixed a previous beta change that broke random physics mod entity ragdoll textures
- optimized a lot of code and reworded things for better mod compatibility
25.03.2022 · 179 загрузки
[V2.5.10] beta
21.03.2022 · 177 загрузки
[V2.5.9] beta
- fixed transparent capes not properly overriding vanilla cape rendering
- fixed a crash related to blinking in skins
20.03.2022 · 154 загрузки
[V2.5.8] beta
- support for random / custom vanilla glowing eyes (spider, enderman, phantom)
[V2.5.7] beta
- fixed names not updating
- added texture customizing property "teams" to set mob texture by scoreboard team name
- allowed villager profession/type/level textures to use their own properties file
- enabled all versions after 1.18 for snapshot testing
18.03.2022 · 200 загрузки
[V2.5.6] - release
Differences from last non beta release:
- All of 1.18.x now in the one .jar file
- cape support for Skin File Custom Capes , Minecraftcapes.net Capes & Optifine Capes
- fixes for slime's outer layer
- new mob texture property "blocks" so you can set a mob's texture based on the block it spawned on with support for ! before the block to ivnert the check
- support for resource-packs to control blinking length and frequency per texture via a "texture_blink.properties" file
- option to 'thin' the Elytra model as its stretched strangely in vanilla
- Improved the skin feature guide
- fix for villager type & profession varied textures
- supported transparent capes
- tweaked config menu inconsistencies also reflecting changes to puzzle mod
- fixed Iris shader crashes
- fixed null pointer crashes related to blinking
- fixed random mobs being broken in previous betas
- allowed the default texture of a mob to be overridden by the optifine directory (optifine parity)
- Z-Fighting fix extended to skin emissives
- fixed inspecio view models texture flickering, and likely many other GUI mob renderers having a similar issue
- optimized player skin retrieval code for large servers
- many major code cleanups and optimizations
17.03.2022 · 122 загрузки
[V2.5.5] beta
- fixed inspecio view models texture flickering, and likely many other GUI mob renderers having a similar issue
17.03.2022 · 105 загрузки
[V2.5.4] beta
- better fix for Iris shader crashes optimized over previous fix
- fixed random mobs being broken in previous betas
- allowed the default texture of a mob to be overridden by the optifine directory (optifine parity)
- further fixes for crash with blinking
- Z-Fighting fix extended to skin emissives
16.03.2022 · 299 загрузки
[V2.5.3]
- fixed Iris shader crashes
- fixed null pointer crashes related to blinking
- temporarily disabled CIT emissive elytra support
15.03.2022 · 180 загрузки
[V2.5.2]
- allowed 'blocks' texture property to use ! before block name to invert the check
- supported transparent capes
- tweaked config menu inconsistencies and changes to puzzle mod
14.03.2022 · 221 загрузки
[V2.5.1]
- fix for villager type & profession varied textures no emissives
14.03.2022 · 105 загрузки
[V2.5.0] just in time for 40K downloads :)
- All of 1.18.x now in the one .jar file
- several optimizations and fixes
- cape support for Skin File Custom Capes , Minecraftcapes.net Capes & Optifine Capes
- fixes for slimes outer layer
- new mob texture property "blocks" so you can set a mob's texture based on the block it spawned on
- support for resource-packs to control blinking length and frequency per texture via a "texture_blink.properties" file
- option to 'thin' the Elytra model as its stretched strangely in vanilla
- Improved the skin feature guide
10.03.2022 · 317 загрузки
V2.4.5
several optimizations and future proofing
new player skin feature: Villager nose
10.03.2022 · 169 загрузки
09.03.2022 · 196 загрузки
V2.4.2
improved jacket extension code
added custom mooshroom mushroom textures
09.03.2022 · 121 загрузки
V2.4.2
- improved jacket extension code
- added custom mooshroom mushroom textures
09.03.2022 · 115 загрузки
V2.4.2
- improved jacket extension code
- added custom mooshroom mushroom textures
09.03.2022 · 160 загрузки
09.03.2022 · 167 загрузки
2.4.1
09.03.2022 · 163 загрузки
06.03.2022 · 186 загрузки
[V2.3.5]
05.03.2022 · 180 загрузки
[V2.3.4]
several optimizations
rebranding
05.03.2022 · 156 загрузки
[V2.3.3]
- First person hand skin features
- emissive textures and blinking fixed
- several code optimizations
04.03.2022 · 169 загрузки
[V2.3.0]
updated to 1.18.2 with improvements in sources from @Natoboram, thank you
added limited elytra and trident support
added blinking mobs feature
added player skin features - more details in description updated soon
several optimizations
several bug fixes
[V2.3.2]
04.03.2022 · 200 загрузки
[V2.3.1]
updated to 1.18.2 with improvements in sources from @Natoboram, thank you
added limited elytra and trident support
added blinking mobs feature
added player skin features - more details in description updated soon
several optimizations
several bug fixes
19.02.2022 · 1 218 загрузки
Back porting of version 2.1.4 from 1.17.1 to 1.16.5
expect possible bugs
will not be updated as frequently
19.02.2022 · 356 загрузки
Back porting of version 2.1.4 from 1.18.1 to 1.17.1
expect possible bugs
will not be updated as frequently
19.02.2022 · 223 загрузки
02.02.2022 · 349 загрузки
01.02.2022 · 169 загрузки
Entity Texture Features [V2.1.2]
and custom name options not liking regex inputs
general optimizations
set to launch on client only
30.01.2022 · 182 загрузки
fix for height ranges not working with 1.18 negative y values
more general custom emissive suffix support
Specifically tested with creeper-plus pack which was the source of bug report
29.01.2022 · 172 загрузки
compatibility message if puzzle mod detected
iris shader optimizations for emissive z-figthing will only apply if iris mod is detected
28.01.2022 · 218 загрузки
Optifine format compatability complete for weights, biomes, heights, & names.
major rewrite and performance boost - basically negligible after first load.
support for Optifine_format Old_format & vanilla directory random mobs
26.01.2022 · 168 загрузки
ghast's, vex's, Bee's, and wolves change textures now like vanilla
no longer need to have multiple textures match for mobs with multiple textures
26.01.2022 · 728 загрузки