A mod that modifies the vanilla player model
The Yes Steve Model mod is a Minecraft Forge/Fabric/NeoForge mod that modifies the vanilla player model, using geckolib at its core, using Minecraft Bedrock Edition models and animation files. This allows players to customize player models and animations as they wish.
Custom Model Wiki: http://page.cfpa.team/ysm/
Discord: https://discord.gg/ZKeRUt95Ez
This github repository is maintained by community player @Elaina and stores many YSM models shared by art authors: https://github.com/Elaina69/Yes-Steve-Model-Repo
Versions 1.1.5 and earlier were written in pure Java and support the three major mainstream platforms and mobile platforms.
Since the encryption algorithm of the old versions written in Java was quickly cracked, starting from version 1.2.0, the core encryption and rendering parts are all written in C++. This greatly improves the rendering performance and security, but the multi-platform support is poor.
The system support situation is as follows:
| System | Client | Server |
|---|---|---|
| Windows AMD64 | ✅ | ✅ |
| Linux AMD64 | ✅ | ✅ |
| Android AArch64 | ✅ | ❌ |
| macOS (Intel) | ❌ | ❌ |
| macOS (Apple Silicon) | ❌ | ❌ |

The Yes Steve Model mod takes into account the mod needs of the server community, and adopts many designs suitable for the server environment, including but not limited to:
Simple customization function: The model customization function is extremely simple. You only need to place the model, textures and animation files in a specific folder, and input the reload command in the game to automatically load and synchronize. No need to write any configuration files!
For client players, it is also extremely simple to use. After the player enters the server for the first time and waits for more than ten seconds (time-consuming for model synchronization), he can use the shortcut key Alt + Y to open the following GUI:

There are many authors who have published works on planetminecraft. You can follow them:
- NekuroMC: https://www.planetminecraft.com/member/nekuromc/
- Omegaff0048: https://www.planetminecraft.com/member/omegaff0048/
- rWby9: https://www.planetminecraft.com/member/rwby9/
- WelfarexWaifu: https://www.planetminecraft.com/member/welfarexwaifu/
Version 2.2.2+ uses C++ and VMP.
Although we have used digital signatures to avoid this as much as possible, there may still be false positives from some antivirus software.
Optional
Optional
Умови використання, зміни та поширення цього товару.
02.05.2026 · Modrinth
Скриншоти та зображення з оригінальної сторінки Modrinth.








Опубліковані версії та оригінальні файли Modrinth.
02.05.2026 · 241 169 завантаження
22.04.2026 · 19 752 завантаження
Performance & Stability
- Fixed an issue where the game would freeze after long runtime on Linux and Android;
- Improved renderer scheduling for slight performance gains, reducing load and power consumption on Android;
- Optimized rendering of opaque models; improved model memory management;
- Note: Once a model uses semi-transparent textures, rendering efficiency will drop significantly. It is recommended to minimize the use of transparency;
Compatibility
- Added support for Minecraft 26.1.2 NeoForge;
- Automatically disables linked mod features when the linked mod version is too low (instead of crashing with an error);
Features
- Added configuration options to disable certain high-risk linked mod features;
- For example, mods like Sophisticated Backpacks and Parkour that frequently change their core code;
- Improved stability of the radial menu configuration UI;
- Added support for lance animations; the animation category name is lance;
Bug Fixes
- Fixed an issue where some Molang events were not firing correctly;
- Fixed incorrect pitch rotation not being applied to custom minecart models;
- Fixed rotation anomalies in preview models and paper doll rendering in certain situations;
- Fixed katana group positioning and TaCZ pistol animation issues for some models;
- Fixed the issue where maids using YSM models would clip through entertainment blocks;
Model Updates
- Updated models: Mini Wine Fox, Holy Wine Fox, Elf Wine Fox, Survivor Wine Fox, K Snail;
22.04.2026 · 689 710 завантаження
Performance & Stability
- Fixed an issue where the game would freeze after long runtime on Linux and Android;
- Improved renderer scheduling for slight performance gains, reducing load and power consumption on Android;
- Optimized rendering of opaque models; improved model memory management;
- Note: Once a model uses semi-transparent textures, rendering efficiency will drop significantly. It is recommended to minimize the use of transparency;
Compatibility
- Added support for Minecraft 26.1.2 NeoForge;
- Automatically disables linked mod features when the linked mod version is too low (instead of crashing with an error);
Features
- Added configuration options to disable certain high-risk linked mod features;
- For example, mods like Sophisticated Backpacks and Parkour that frequently change their core code;
- Improved stability of the radial menu configuration UI;
- Added support for lance animations; the animation category name is lance;
Bug Fixes
- Fixed an issue where some Molang events were not firing correctly;
- Fixed incorrect pitch rotation not being applied to custom minecart models;
- Fixed rotation anomalies in preview models and paper doll rendering in certain situations;
- Fixed katana group positioning and TaCZ pistol animation issues for some models;
- Fixed the issue where maids using YSM models would clip through entertainment blocks;
Model Updates
- Updated models: Mini Wine Fox, Holy Wine Fox, Elf Wine Fox, Survivor Wine Fox, K Snail;
22.04.2026 · 223 559 завантаження
Performance & Stability
- Fixed an issue where the game would freeze after long runtime on Linux and Android;
- Improved renderer scheduling for slight performance gains, reducing load and power consumption on Android;
- Optimized rendering of opaque models; improved model memory management;
- Note: Once a model uses semi-transparent textures, rendering efficiency will drop significantly. It is recommended to minimize the use of transparency;
Compatibility
- Added support for Minecraft 26.1.2 NeoForge;
- Automatically disables linked mod features when the linked mod version is too low (instead of crashing with an error);
Features
- Added configuration options to disable certain high-risk linked mod features;
- For example, mods like Sophisticated Backpacks and Parkour that frequently change their core code;
- Improved stability of the radial menu configuration UI;
- Added support for lance animations; the animation category name is lance;
Bug Fixes
- Fixed an issue where some Molang events were not firing correctly;
- Fixed incorrect pitch rotation not being applied to custom minecart models;
- Fixed rotation anomalies in preview models and paper doll rendering in certain situations;
- Fixed katana group positioning and TaCZ pistol animation issues for some models;
- Fixed the issue where maids using YSM models would clip through entertainment blocks;
Model Updates
- Updated models: Mini Wine Fox, Holy Wine Fox, Elf Wine Fox, Survivor Wine Fox, K Snail;
22.04.2026 · 3 622 170 завантаження
Performance & Stability
- Fixed an issue where the game would freeze after long runtime on Linux and Android;
- Improved renderer scheduling for slight performance gains, reducing load and power consumption on Android;
- Optimized rendering of opaque models; improved model memory management;
- Note: Once a model uses semi-transparent textures, rendering efficiency will drop significantly. It is recommended to minimize the use of transparency;
Compatibility
- Added support for Minecraft 26.1.2 NeoForge;
- Automatically disables linked mod features when the linked mod version is too low (instead of crashing with an error);
Features
- Added configuration options to disable certain high-risk linked mod features;
- For example, mods like Sophisticated Backpacks and Parkour that frequently change their core code;
- Improved stability of the radial menu configuration UI;
- Added support for lance animations; the animation category name is lance;
Bug Fixes
- Fixed an issue where some Molang events were not firing correctly;
- Fixed incorrect pitch rotation not being applied to custom minecart models;
- Fixed rotation anomalies in preview models and paper doll rendering in certain situations;
- Fixed katana group positioning and TaCZ pistol animation issues for some models;
- Fixed the issue where maids using YSM models would clip through entertainment blocks;
Model Updates
- Updated models: Mini Wine Fox, Holy Wine Fox, Elf Wine Fox, Survivor Wine Fox, K Snail;
22.04.2026 · 205 120 завантаження
Performance & Stability
- Fixed an issue where the game would freeze after long runtime on Linux and Android;
- Improved renderer scheduling for slight performance gains, reducing load and power consumption on Android;
- Optimized rendering of opaque models; improved model memory management;
- Note: Once a model uses semi-transparent textures, rendering efficiency will drop significantly. It is recommended to minimize the use of transparency;
Compatibility
- Added support for Minecraft 26.1.2 NeoForge;
- Automatically disables linked mod features when the linked mod version is too low (instead of crashing with an error);
Features
- Added configuration options to disable certain high-risk linked mod features;
- For example, mods like Sophisticated Backpacks and Parkour that frequently change their core code;
- Improved stability of the radial menu configuration UI;
- Added support for lance animations; the animation category name is lance;
Bug Fixes
- Fixed an issue where some Molang events were not firing correctly;
- Fixed incorrect pitch rotation not being applied to custom minecart models;
- Fixed rotation anomalies in preview models and paper doll rendering in certain situations;
- Fixed katana group positioning and TaCZ pistol animation issues for some models;
- Fixed the issue where maids using YSM models would clip through entertainment blocks;
Model Updates
- Updated models: Mini Wine Fox, Holy Wine Fox, Elf Wine Fox, Survivor Wine Fox, K Snail;
24.03.2026 · 125 492 завантаження
Improved model object loading.
Fixed a crash caused by switching YSM models when installed alongside Touhou Little Maid.
Fixed incorrect Y-axis offset when riding boats, minecarts, and other vehicles while using a YSM model with Touhou Little Maid.
Improved molang struct creation logic.
Added a new configuration option merge_multiline_expr (see default model), which merges multi-line expressions within command keyframes.
This option is a fix for a BlockBench export issue.
Fixed abnormal rotation when replacing vehicle models from Immersive Aircraft and Simple Planes.
24.03.2026 · 64 785 завантаження
Improved model object loading.
Fixed a crash caused by switching YSM models when installed alongside Touhou Little Maid.
Fixed incorrect Y-axis offset when riding boats, minecarts, and other vehicles while using a YSM model with Touhou Little Maid.
Improved molang struct creation logic.
Added a new configuration option merge_multiline_expr (see default model), which merges multi-line expressions within command keyframes.
This option is a fix for a BlockBench export issue.
Fixed abnormal rotation when replacing vehicle models from Immersive Aircraft and Simple Planes.
24.03.2026 · 1 131 675 завантаження
Improved model object loading.
Fixed a crash caused by switching YSM models when installed alongside Touhou Little Maid.
Fixed incorrect Y-axis offset when riding boats, minecarts, and other vehicles while using a YSM model with Touhou Little Maid.
Improved molang struct creation logic.
Added a new configuration option merge_multiline_expr (see default model), which merges multi-line expressions within command keyframes.
This option is a fix for a BlockBench export issue.
Fixed abnormal rotation when replacing vehicle models from Immersive Aircraft and Simple Planes.
24.03.2026 · 36 831 завантаження
Improved model object loading.
Fixed a crash caused by switching YSM models when installed alongside Touhou Little Maid.
Fixed incorrect Y-axis offset when riding boats, minecarts, and other vehicles while using a YSM model with Touhou Little Maid.
Improved molang struct creation logic.
Added a new configuration option merge_multiline_expr (see default model), which merges multi-line expressions within command keyframes.
This option is a fix for a BlockBench export issue.
Fixed abnormal rotation when replacing vehicle models from Immersive Aircraft and Simple Planes.
13.03.2026 · 42 091 завантаження
By creating Bedrock controllers with specific name prefixes, you can add custom controllers to designated slots in YSM's animation pipeline. Controllers within the same group are sorted alphabetically by name and loaded in order; the later a controller appears, the higher its priority.
| Prefix | Example | Insertion Point (priority low → high) |
|---|---|---|
player.pre_parallel |
player.pre_parallel_meow |
Before all controllers |
player.pre_main_ |
player.pre_main_meow |
Before player.main (main animation) |
player.post_main_ |
player.post_main_meow |
After player.main (main animation) |
player.pre_hold_ |
player.pre_hold_meow |
Before player.hold_offhand / player.hold_mainhand (hold) |
player.post_hold_ |
player.post_hold_meow |
After player.hold_offhand / player.hold_mainhand (hold) |
player.pre_swing_ |
player.pre_swing_meow |
Before player.swing (swing animation) |
player.post_swing_ |
player.post_swing_meow |
After player.swing (swing animation) |
player.pre_use_ |
player.pre_use_meow |
Before player.use (use animation) |
player.post_use_ |
player.post_use_meow |
After player.use (use animation) |
player.parallel |
player.parallel_meow |
End of the controller pipeline |
A new built-in state named ysm-builtin has been added (must be added manually). When the animation controller enters this state, it invokes YSM's built-in hardcoded control logic (i.e., the behavior used when no Bedrock controller is present).
In the main animation controller player.main, when v.idle_type equals 1, the idle animation is replaced with the flying animation.
When the animation controller transitions to an empty state (a state with no animations), it will immediately re-evaluate transitions.
Within a single frame, if the animation controller is in state A and the conditions for both A -> B -> C transitions are met, and B is an empty state:
A -> B transition is executed. On the next frame, conditions are re-evaluated, and B -> C is executed only if conditions are still met.A -> B -> C chained transition is executed within the same frame.A -> B -> C -> A -> ... is detected, the controller will stop at the last state before the cycle begins (i.e., C).When a controller named {parent} transitions to a state named ysm-entry-{child}, it invokes the controller logic of {parent}.{child}. The state that triggers the sub-controller is called the "entry state".
The player.main controller uses a player.main.idle sub-controller, which in turn nests a player.main.idle.type1 sub-controller.
ysm-builtin built-in state.13.03.2026 · 28 126 завантаження
By creating Bedrock controllers with specific name prefixes, you can add custom controllers to designated slots in YSM's animation pipeline. Controllers within the same group are sorted alphabetically by name and loaded in order; the later a controller appears, the higher its priority.
| Prefix | Example | Insertion Point (priority low → high) |
|---|---|---|
player.pre_parallel |
player.pre_parallel_meow |
Before all controllers |
player.pre_main_ |
player.pre_main_meow |
Before player.main (main animation) |
player.post_main_ |
player.post_main_meow |
After player.main (main animation) |
player.pre_hold_ |
player.pre_hold_meow |
Before player.hold_offhand / player.hold_mainhand (hold) |
player.post_hold_ |
player.post_hold_meow |
After player.hold_offhand / player.hold_mainhand (hold) |
player.pre_swing_ |
player.pre_swing_meow |
Before player.swing (swing animation) |
player.post_swing_ |
player.post_swing_meow |
After player.swing (swing animation) |
player.pre_use_ |
player.pre_use_meow |
Before player.use (use animation) |
player.post_use_ |
player.post_use_meow |
After player.use (use animation) |
player.parallel |
player.parallel_meow |
End of the controller pipeline |
A new built-in state named ysm-builtin has been added (must be added manually). When the animation controller enters this state, it invokes YSM's built-in hardcoded control logic (i.e., the behavior used when no Bedrock controller is present).
In the main animation controller player.main, when v.idle_type equals 1, the idle animation is replaced with the flying animation.
When the animation controller transitions to an empty state (a state with no animations), it will immediately re-evaluate transitions.
Within a single frame, if the animation controller is in state A and the conditions for both A -> B -> C transitions are met, and B is an empty state:
A -> B transition is executed. On the next frame, conditions are re-evaluated, and B -> C is executed only if conditions are still met.A -> B -> C chained transition is executed within the same frame.A -> B -> C -> A -> ... is detected, the controller will stop at the last state before the cycle begins (i.e., C).When a controller named {parent} transitions to a state named ysm-entry-{child}, it invokes the controller logic of {parent}.{child}. The state that triggers the sub-controller is called the "entry state".
The player.main controller uses a player.main.idle sub-controller, which in turn nests a player.main.idle.type1 sub-controller.
ysm-builtin built-in state.13.03.2026 · 359 729 завантаження
By creating Bedrock controllers with specific name prefixes, you can add custom controllers to designated slots in YSM's animation pipeline. Controllers within the same group are sorted alphabetically by name and loaded in order; the later a controller appears, the higher its priority.
| Prefix | Example | Insertion Point (priority low → high) |
|---|---|---|
player.pre_parallel |
player.pre_parallel_meow |
Before all controllers |
player.pre_main_ |
player.pre_main_meow |
Before player.main (main animation) |
player.post_main_ |
player.post_main_meow |
After player.main (main animation) |
player.pre_hold_ |
player.pre_hold_meow |
Before player.hold_offhand / player.hold_mainhand (hold) |
player.post_hold_ |
player.post_hold_meow |
After player.hold_offhand / player.hold_mainhand (hold) |
player.pre_swing_ |
player.pre_swing_meow |
Before player.swing (swing animation) |
player.post_swing_ |
player.post_swing_meow |
After player.swing (swing animation) |
player.pre_use_ |
player.pre_use_meow |
Before player.use (use animation) |
player.post_use_ |
player.post_use_meow |
After player.use (use animation) |
player.parallel |
player.parallel_meow |
End of the controller pipeline |
A new built-in state named ysm-builtin has been added (must be added manually). When the animation controller enters this state, it invokes YSM's built-in hardcoded control logic (i.e., the behavior used when no Bedrock controller is present).
In the main animation controller player.main, when v.idle_type equals 1, the idle animation is replaced with the flying animation.
When the animation controller transitions to an empty state (a state with no animations), it will immediately re-evaluate transitions.
Within a single frame, if the animation controller is in state A and the conditions for both A -> B -> C transitions are met, and B is an empty state:
A -> B transition is executed. On the next frame, conditions are re-evaluated, and B -> C is executed only if conditions are still met.A -> B -> C chained transition is executed within the same frame.A -> B -> C -> A -> ... is detected, the controller will stop at the last state before the cycle begins (i.e., C).When a controller named {parent} transitions to a state named ysm-entry-{child}, it invokes the controller logic of {parent}.{child}. The state that triggers the sub-controller is called the "entry state".
The player.main controller uses a player.main.idle sub-controller, which in turn nests a player.main.idle.type1 sub-controller.
ysm-builtin built-in state.13.03.2026 · 16 378 завантаження
By creating Bedrock controllers with specific name prefixes, you can add custom controllers to designated slots in YSM's animation pipeline. Controllers within the same group are sorted alphabetically by name and loaded in order; the later a controller appears, the higher its priority.
| Prefix | Example | Insertion Point (priority low → high) |
|---|---|---|
player.pre_parallel |
player.pre_parallel_meow |
Before all controllers |
player.pre_main_ |
player.pre_main_meow |
Before player.main (main animation) |
player.post_main_ |
player.post_main_meow |
After player.main (main animation) |
player.pre_hold_ |
player.pre_hold_meow |
Before player.hold_offhand / player.hold_mainhand (hold) |
player.post_hold_ |
player.post_hold_meow |
After player.hold_offhand / player.hold_mainhand (hold) |
player.pre_swing_ |
player.pre_swing_meow |
Before player.swing (swing animation) |
player.post_swing_ |
player.post_swing_meow |
After player.swing (swing animation) |
player.pre_use_ |
player.pre_use_meow |
Before player.use (use animation) |
player.post_use_ |
player.post_use_meow |
After player.use (use animation) |
player.parallel |
player.parallel_meow |
End of the controller pipeline |
A new built-in state named ysm-builtin has been added (must be added manually). When the animation controller enters this state, it invokes YSM's built-in hardcoded control logic (i.e., the behavior used when no Bedrock controller is present).
In the main animation controller player.main, when v.idle_type equals 1, the idle animation is replaced with the flying animation.
When the animation controller transitions to an empty state (a state with no animations), it will immediately re-evaluate transitions.
Within a single frame, if the animation controller is in state A and the conditions for both A -> B -> C transitions are met, and B is an empty state:
A -> B transition is executed. On the next frame, conditions are re-evaluated, and B -> C is executed only if conditions are still met.A -> B -> C chained transition is executed within the same frame.A -> B -> C -> A -> ... is detected, the controller will stop at the last state before the cycle begins (i.e., C).When a controller named {parent} transitions to a state named ysm-entry-{child}, it invokes the controller logic of {parent}.{child}. The state that triggers the sub-controller is called the "entry state".
The player.main controller uses a player.main.idle sub-controller, which in turn nests a player.main.idle.type1 sub-controller.
ysm-builtin built-in state.12.01.2026 · 130 543 завантаження
Disable first-person animations from other mods12.01.2026 · 167 733 завантаження
Disable first-person animations from other mods12.01.2026 · 74 378 завантаження
Disable first-person animations from other mods12.01.2026 · 1 236 585 завантаження
Disable first-person animations from other mods06.01.2026 · 24 766 завантаження
06.01.2026 · 15 532 завантаження
06.01.2026 · 245 554 завантаження
06.01.2026 · 8 073 завантаження
04.01.2026 · 7 472 завантаження
roaming variable synchronization issue for vehicle modelsSlotTypeysm.in_shield_block_cooldown not workingAcceptSoundFX to optionally disable model audio loading, improving model loading speed and reducing bandwidth usage- for the /ysm model set commandAdded KLUO model
Default Fox Spirit model optimization and fixes
tacz gun usage animation, no longer causes issues in flight state (Thanks to @Chiyogami)Optimized and updated Magic Fox Spirit animation (Thanks to @Starry Sea)
New Molang variables:
ysm.swinging: Boolean, returns true when the player is swingingysm.swing_time: Integer, returns the swing count when the player is swinging, usually within 10ysm.swinging_arm: The swinging arm, main hand is 0, off hand is 1ysm.attack_time: Float, attack windup counter; between 0-1, attack triggers when it reaches 1query.rotation_to_camera: Consistent with Bedrock Edition usage, returns yaw and pitch of the player camera viewctrl.tac_fire_mode: Returns the tacz fire mode stringysm.hit_target_id: Returns the block or entity ID pointed at by the mouse cursorysm.hit_target_type: Returns the target type pointed at by the mouse cursor, returns block for blocks, entity for entitiesctrl.bcombat_attack_animation: Returns Better Combat attack animation, note that this animation does not distinguish between main/off hand, additional conditions are neededctrl.im_pitch: Pitch, usually between 0-2ctrl.im_volume: Volume, usually between 0-2ctrl.im_current: Level intensity, range 0-1ctrl.im_delta: Time elapsed since last note output (in milliseconds)ctrl.im_time: Time elapsed since playback started (in milliseconds)ctrl.iss_animation: Iron's Spells casting animationBetter Combat can currently be implemented through the default swing animation, with no additional dedicated animations for now.
More refined Better Combat animations can be achieved by using ctrl.bcombat_attack_animation Molang with animation controllers.
Fixed several Better Combat compatibility issues:
Added dedicated im.animation.json animation file, containing default animations for 11 instruments.
Added 5 Molang variables related to current music playback for creating dynamic animations.
Thanks to @lucia2048 for creating the music animations.
Added dedicated iss.animation.json animation file for Iron's Spells casting animations (extensible for compatibility with other addon mods).
Added 1 Molang variable related to current casting animation.
Thanks to @Acreia and @lucia2048 Sea for creating the casting animations.
04.01.2026 · 5 061 завантаження
roaming variable synchronization issue for vehicle modelsSlotTypeysm.in_shield_block_cooldown not workingAcceptSoundFX to optionally disable model audio loading, improving model loading speed and reducing bandwidth usage- for the /ysm model set commandAdded KLUO model
Default Fox Spirit model optimization and fixes
tacz gun usage animation, no longer causes issues in flight state (Thanks to @Chiyogami)Optimized and updated Magic Fox Spirit animation (Thanks to @Starry Sea)
New Molang variables:
ysm.swinging: Boolean, returns true when the player is swingingysm.swing_time: Integer, returns the swing count when the player is swinging, usually within 10ysm.swinging_arm: The swinging arm, main hand is 0, off hand is 1ysm.attack_time: Float, attack windup counter; between 0-1, attack triggers when it reaches 1query.rotation_to_camera: Consistent with Bedrock Edition usage, returns yaw and pitch of the player camera viewctrl.tac_fire_mode: Returns the tacz fire mode stringysm.hit_target_id: Returns the block or entity ID pointed at by the mouse cursorysm.hit_target_type: Returns the target type pointed at by the mouse cursor, returns block for blocks, entity for entitiesctrl.bcombat_attack_animation: Returns Better Combat attack animation, note that this animation does not distinguish between main/off hand, additional conditions are neededctrl.im_pitch: Pitch, usually between 0-2ctrl.im_volume: Volume, usually between 0-2ctrl.im_current: Level intensity, range 0-1ctrl.im_delta: Time elapsed since last note output (in milliseconds)ctrl.im_time: Time elapsed since playback started (in milliseconds)ctrl.iss_animation: Iron's Spells casting animationBetter Combat can currently be implemented through the default swing animation, with no additional dedicated animations for now.
More refined Better Combat animations can be achieved by using ctrl.bcombat_attack_animation Molang with animation controllers.
Fixed several Better Combat compatibility issues:
Added dedicated im.animation.json animation file, containing default animations for 11 instruments.
Added 5 Molang variables related to current music playback for creating dynamic animations.
Thanks to @lucia2048 for creating the music animations.
Added dedicated iss.animation.json animation file for Iron's Spells casting animations (extensible for compatibility with other addon mods).
Added 1 Molang variable related to current casting animation.
Thanks to @Acreia and @lucia2048 Sea for creating the casting animations.
04.01.2026 · 49 198 завантаження
roaming variable synchronization issue for vehicle modelsSlotTypeysm.in_shield_block_cooldown not workingAcceptSoundFX to optionally disable model audio loading, improving model loading speed and reducing bandwidth usage- for the /ysm model set commandAdded KLUO model
Default Fox Spirit model optimization and fixes
tacz gun usage animation, no longer causes issues in flight state (Thanks to @Chiyogami)Optimized and updated Magic Fox Spirit animation (Thanks to @Starry Sea)
New Molang variables:
ysm.swinging: Boolean, returns true when the player is swingingysm.swing_time: Integer, returns the swing count when the player is swinging, usually within 10ysm.swinging_arm: The swinging arm, main hand is 0, off hand is 1ysm.attack_time: Float, attack windup counter; between 0-1, attack triggers when it reaches 1query.rotation_to_camera: Consistent with Bedrock Edition usage, returns yaw and pitch of the player camera viewctrl.tac_fire_mode: Returns the tacz fire mode stringysm.hit_target_id: Returns the block or entity ID pointed at by the mouse cursorysm.hit_target_type: Returns the target type pointed at by the mouse cursor, returns block for blocks, entity for entitiesctrl.bcombat_attack_animation: Returns Better Combat attack animation, note that this animation does not distinguish between main/off hand, additional conditions are neededctrl.im_pitch: Pitch, usually between 0-2ctrl.im_volume: Volume, usually between 0-2ctrl.im_current: Level intensity, range 0-1ctrl.im_delta: Time elapsed since last note output (in milliseconds)ctrl.im_time: Time elapsed since playback started (in milliseconds)ctrl.iss_animation: Iron's Spells casting animationBetter Combat can currently be implemented through the default swing animation, with no additional dedicated animations for now.
More refined Better Combat animations can be achieved by using ctrl.bcombat_attack_animation Molang with animation controllers.
Fixed several Better Combat compatibility issues:
Added dedicated im.animation.json animation file, containing default animations for 11 instruments.
Added 5 Molang variables related to current music playback for creating dynamic animations.
Thanks to @lucia2048 for creating the music animations.
Added dedicated iss.animation.json animation file for Iron's Spells casting animations (extensible for compatibility with other addon mods).
Added 1 Molang variable related to current casting animation.
Thanks to @Acreia and @lucia2048 Sea for creating the casting animations.
04.01.2026 · 3 972 завантаження
roaming variable synchronization issue for vehicle modelsSlotTypeysm.in_shield_block_cooldown not workingAcceptSoundFX to optionally disable model audio loading, improving model loading speed and reducing bandwidth usage- for the /ysm model set commandAdded KLUO model
Default Fox Spirit model optimization and fixes
tacz gun usage animation, no longer causes issues in flight state (Thanks to @Chiyogami)Optimized and updated Magic Fox Spirit animation (Thanks to @Starry Sea)
New Molang variables:
ysm.swinging: Boolean, returns true when the player is swingingysm.swing_time: Integer, returns the swing count when the player is swinging, usually within 10ysm.swinging_arm: The swinging arm, main hand is 0, off hand is 1ysm.attack_time: Float, attack windup counter; between 0-1, attack triggers when it reaches 1query.rotation_to_camera: Consistent with Bedrock Edition usage, returns yaw and pitch of the player camera viewctrl.tac_fire_mode: Returns the tacz fire mode stringysm.hit_target_id: Returns the block or entity ID pointed at by the mouse cursorysm.hit_target_type: Returns the target type pointed at by the mouse cursor, returns block for blocks, entity for entitiesctrl.bcombat_attack_animation: Returns Better Combat attack animation, note that this animation does not distinguish between main/off hand, additional conditions are neededctrl.im_pitch: Pitch, usually between 0-2ctrl.im_volume: Volume, usually between 0-2ctrl.im_current: Level intensity, range 0-1ctrl.im_delta: Time elapsed since last note output (in milliseconds)ctrl.im_time: Time elapsed since playback started (in milliseconds)ctrl.iss_animation: Iron's Spells casting animationBetter Combat can currently be implemented through the default swing animation, with no additional dedicated animations for now.
More refined Better Combat animations can be achieved by using ctrl.bcombat_attack_animation Molang with animation controllers.
Fixed several Better Combat compatibility issues:
Added dedicated im.animation.json animation file, containing default animations for 11 instruments.
Added 5 Molang variables related to current music playback for creating dynamic animations.
Thanks to @lucia2048 for creating the music animations.
Added dedicated iss.animation.json animation file for Iron's Spells casting animations (extensible for compatibility with other addon mods).
Added 1 Molang variable related to current casting animation.
Thanks to @Acreia and @lucia2048 Sea for creating the casting animations.
23.11.2025 · 87 855 завантаження
23.11.2025 · 61 885 завантаження
23.11.2025 · 405 579 завантаження
23.11.2025 · 34 963 завантаження
23.11.2025 · 1 732 завантаження
Alt + B key combination to debug entities pointed by mouse/ysmclient debug <selector> command for precise entity matching and debugging/ysmclient molang execute <exp> command to execute Molang expressions on currently debugged entitiesq.delta_time<Game Directory>/yes_steve_model/blacklist.txt (file contains detailed instructions)/ysm model disable <Player ID> [true | false]23.11.2025 · 1 506 завантаження
Alt + B key combination to debug entities pointed by mouse/ysmclient debug <selector> command for precise entity matching and debugging/ysmclient molang execute <exp> command to execute Molang expressions on currently debugged entitiesq.delta_time<Game Directory>/yes_steve_model/blacklist.txt (file contains detailed instructions)/ysm model disable <Player ID> [true | false]23.11.2025 · 8 293 завантаження
Alt + B key combination to debug entities pointed by mouse/ysmclient debug <selector> command for precise entity matching and debugging/ysmclient molang execute <exp> command to execute Molang expressions on currently debugged entitiesq.delta_time<Game Directory>/yes_steve_model/blacklist.txt (file contains detailed instructions)/ysm model disable <Player ID> [true | false]23.11.2025 · 1 212 завантаження
Alt + B key combination to debug entities pointed by mouse/ysmclient debug <selector> command for precise entity matching and debugging/ysmclient molang execute <exp> command to execute Molang expressions on currently debugged entitiesq.delta_time<Game Directory>/yes_steve_model/blacklist.txt (file contains detailed instructions)/ysm model disable <Player ID> [true | false]03.10.2025 · 53 400 завантаження
03.10.2025 · 59 546 завантаження
03.10.2025 · 32 811 завантаження
03.10.2025 · 792 136 завантаження
01.10.2025 · 4 046 завантаження
gui_no_lighting option to model manifest, can disable ambient lighting when displayed in GUIOn unsupported platforms or systems, disable mod functionality and send a prompt message instead of crashing the game
Multi-language support: Model names, descriptions, author names, wheel buttons, and wheel names can now be localized through language files
# prefix searches folder only
Subfolder categorized model design
Subfolders support custom images and text
First-person animation support
First-person can use main animation's roaming variables
Projectile model replacement
When players throw projectiles, their roaming variables are copied to the projectile
Rideable entity model replacement
01.10.2025 · 3 191 завантаження
gui_no_lighting option to model manifest, can disable ambient lighting when displayed in GUIOn unsupported platforms or systems, disable mod functionality and send a prompt message instead of crashing the game
Multi-language support: Model names, descriptions, author names, wheel buttons, and wheel names can now be localized through language files
# prefix searches folder only
Subfolder categorized model design
Subfolders support custom images and text
First-person animation support
First-person can use main animation's roaming variables
Projectile model replacement
When players throw projectiles, their roaming variables are copied to the projectile
Rideable entity model replacement
01.10.2025 · 18 319 завантаження
gui_no_lighting option to model manifest, can disable ambient lighting when displayed in GUIOn unsupported platforms or systems, disable mod functionality and send a prompt message instead of crashing the game
Multi-language support: Model names, descriptions, author names, wheel buttons, and wheel names can now be localized through language files
# prefix searches folder only
Subfolder categorized model design
Subfolders support custom images and text
First-person animation support
First-person can use main animation's roaming variables
Projectile model replacement
When players throw projectiles, their roaming variables are copied to the projectile
Rideable entity model replacement
01.10.2025 · 2 464 завантаження
gui_no_lighting option to model manifest, can disable ambient lighting when displayed in GUIOn unsupported platforms or systems, disable mod functionality and send a prompt message instead of crashing the game
Multi-language support: Model names, descriptions, author names, wheel buttons, and wheel names can now be localized through language files
# prefix searches folder only
Subfolder categorized model design
Subfolders support custom images and text
First-person animation support
First-person can use main animation's roaming variables
Projectile model replacement
When players throw projectiles, their roaming variables are copied to the projectile
Rideable entity model replacement
14.03.2025 · 444 695 завантаження
ctrl.has_sophisticated_backpack, when the sophisticated backpack is displayed, this variable returns true14.03.2025 · 149 454 завантаження
ctrl.has_sophisticated_backpack, when the sophisticated backpack is displayed, this variable returns true14.03.2025 · 77 856 завантаження
ctrl.has_sophisticated_backpack, when the sophisticated backpack is displayed, this variable returns true14.03.2025 · 1 128 401 завантаження
ctrl.has_sophisticated_backpack, when the sophisticated backpack is displayed, this variable returns true14.03.2025 · 128 515 завантаження
ctrl.has_sophisticated_backpack, when the sophisticated backpack is displayed, this variable returns true14.03.2025 · 148 129 завантаження
ctrl.has_sophisticated_backpack, when the sophisticated backpack is displayed, this variable returns true14.03.2025 · 13 047 завантаження
ctrl.has_sophisticated_backpack, when the sophisticated backpack is displayed, this variable returns true14.03.2025 · 82 137 завантаження
ctrl.has_sophisticated_backpack, when the sophisticated backpack is displayed, this variable returns true14.03.2025 · 11 832 завантаження
ctrl.has_sophisticated_backpack, when the sophisticated backpack is displayed, this variable returns true14.03.2025 · 105 894 завантаження
ctrl.has_sophisticated_backpack, when the sophisticated backpack is displayed, this variable returns true14.03.2025 · 13 207 завантаження
Fixed the bug that Forge 1.18.2 could not open the maid skin interface
Fixed the maid rendering bug. Now there will be no memory leak when using Forge 1.18.2-1.20.1 to render maids, statues, and figures, which greatly improves the frame rate
ctrl.has_sophisticated_backpack, when the sophisticated backpack is displayed, this variable returns true05.03.2025 · 8 799 завантаження
Fixed a crash when the maid mod is not installed
05.03.2025 · 1 219 завантаження
tlm.animation.json file added, including ten new maid-related animations:broom, statue, garage_kit.ysm.entity_type: returns player and maid.ysm.is_player: boolean value.ysm.is_maid: boolean value.tlm.favorability_point: favorability points, 0-384.tlm.favorability_level: favorability level: 0-3.tlm.task_id: work mode ID, string.tlm.schedule: work schedule, day, night, all (day shift, night shift, full-time).tlm.activity: activities such as work, idle, reset (working, off-duty, sleeping).tlm.gomoku_win_count: total rounds won in Gomoku.tlm.gomoku_rank: Gomoku rank, 1-4 (no 0).tlm.game_statue: game status, win, lost, empty string.tlm.backpack_type: backpack ID.tlm.is_entity: render maid entity.tlm.is_statue: render statue.tlm.is_garage_kit: render garage kit.tlm.show_item: item ID for the decoration slot./ysmclient watch var command for quick Molang debugging./ysmclient watch state.ysm.perlin_noise(seed, x, y, z), where y and z can be omitted.ysm.particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.abs_particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.mainhand_charged_crossbowysm.offhand_charged_crossbowysm.is_fishing05.03.2025 · 6 882 завантаження
tlm.animation.json file added, including ten new maid-related animations:broom, statue, garage_kit.ysm.entity_type: returns player and maid.ysm.is_player: boolean value.ysm.is_maid: boolean value.tlm.favorability_point: favorability points, 0-384.tlm.favorability_level: favorability level: 0-3.tlm.task_id: work mode ID, string.tlm.schedule: work schedule, day, night, all (day shift, night shift, full-time).tlm.activity: activities such as work, idle, reset (working, off-duty, sleeping).tlm.gomoku_win_count: total rounds won in Gomoku.tlm.gomoku_rank: Gomoku rank, 1-4 (no 0).tlm.game_statue: game status, win, lost, empty string.tlm.backpack_type: backpack ID.tlm.is_entity: render maid entity.tlm.is_statue: render statue.tlm.is_garage_kit: render garage kit.tlm.show_item: item ID for the decoration slot./ysmclient watch var command for quick Molang debugging./ysmclient watch state.ysm.perlin_noise(seed, x, y, z), where y and z can be omitted.ysm.particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.abs_particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.mainhand_charged_crossbowysm.offhand_charged_crossbowysm.is_fishing05.03.2025 · 2 605 завантаження
tlm.animation.json file added, including ten new maid-related animations:broom, statue, garage_kit.ysm.entity_type: returns player and maid.ysm.is_player: boolean value.ysm.is_maid: boolean value.tlm.favorability_point: favorability points, 0-384.tlm.favorability_level: favorability level: 0-3.tlm.task_id: work mode ID, string.tlm.schedule: work schedule, day, night, all (day shift, night shift, full-time).tlm.activity: activities such as work, idle, reset (working, off-duty, sleeping).tlm.gomoku_win_count: total rounds won in Gomoku.tlm.gomoku_rank: Gomoku rank, 1-4 (no 0).tlm.game_statue: game status, win, lost, empty string.tlm.backpack_type: backpack ID.tlm.is_entity: render maid entity.tlm.is_statue: render statue.tlm.is_garage_kit: render garage kit.tlm.show_item: item ID for the decoration slot./ysmclient watch var command for quick Molang debugging./ysmclient watch state.ysm.perlin_noise(seed, x, y, z), where y and z can be omitted.ysm.particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.abs_particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.mainhand_charged_crossbowysm.offhand_charged_crossbowysm.is_fishing05.03.2025 · 89 069 завантаження
tlm.animation.json file added, including ten new maid-related animations:broom, statue, garage_kit.ysm.entity_type: returns player and maid.ysm.is_player: boolean value.ysm.is_maid: boolean value.tlm.favorability_point: favorability points, 0-384.tlm.favorability_level: favorability level: 0-3.tlm.task_id: work mode ID, string.tlm.schedule: work schedule, day, night, all (day shift, night shift, full-time).tlm.activity: activities such as work, idle, reset (working, off-duty, sleeping).tlm.gomoku_win_count: total rounds won in Gomoku.tlm.gomoku_rank: Gomoku rank, 1-4 (no 0).tlm.game_statue: game status, win, lost, empty string.tlm.backpack_type: backpack ID.tlm.is_entity: render maid entity.tlm.is_statue: render statue.tlm.is_garage_kit: render garage kit.tlm.show_item: item ID for the decoration slot./ysmclient watch var command for quick Molang debugging./ysmclient watch state.ysm.perlin_noise(seed, x, y, z), where y and z can be omitted.ysm.particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.abs_particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.mainhand_charged_crossbowysm.offhand_charged_crossbowysm.is_fishing05.03.2025 · 7 172 завантаження
tlm.animation.json file added, including ten new maid-related animations:broom, statue, garage_kit.ysm.entity_type: returns player and maid.ysm.is_player: boolean value.ysm.is_maid: boolean value.tlm.favorability_point: favorability points, 0-384.tlm.favorability_level: favorability level: 0-3.tlm.task_id: work mode ID, string.tlm.schedule: work schedule, day, night, all (day shift, night shift, full-time).tlm.activity: activities such as work, idle, reset (working, off-duty, sleeping).tlm.gomoku_win_count: total rounds won in Gomoku.tlm.gomoku_rank: Gomoku rank, 1-4 (no 0).tlm.game_statue: game status, win, lost, empty string.tlm.backpack_type: backpack ID.tlm.is_entity: render maid entity.tlm.is_statue: render statue.tlm.is_garage_kit: render garage kit.tlm.show_item: item ID for the decoration slot./ysmclient watch var command for quick Molang debugging./ysmclient watch state.ysm.perlin_noise(seed, x, y, z), where y and z can be omitted.ysm.particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.abs_particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.mainhand_charged_crossbowysm.offhand_charged_crossbowysm.is_fishing05.03.2025 · 4 693 завантаження
tlm.animation.json file added, including ten new maid-related animations:broom, statue, garage_kit.ysm.entity_type: returns player and maid.ysm.is_player: boolean value.ysm.is_maid: boolean value.tlm.favorability_point: favorability points, 0-384.tlm.favorability_level: favorability level: 0-3.tlm.task_id: work mode ID, string.tlm.schedule: work schedule, day, night, all (day shift, night shift, full-time).tlm.activity: activities such as work, idle, reset (working, off-duty, sleeping).tlm.gomoku_win_count: total rounds won in Gomoku.tlm.gomoku_rank: Gomoku rank, 1-4 (no 0).tlm.game_statue: game status, win, lost, empty string.tlm.backpack_type: backpack ID.tlm.is_entity: render maid entity.tlm.is_statue: render statue.tlm.is_garage_kit: render garage kit.tlm.show_item: item ID for the decoration slot./ysmclient watch var command for quick Molang debugging./ysmclient watch state.ysm.perlin_noise(seed, x, y, z), where y and z can be omitted.ysm.particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.abs_particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.mainhand_charged_crossbowysm.offhand_charged_crossbowysm.is_fishing05.03.2025 · 525 завантаження
tlm.animation.json file added, including ten new maid-related animations:broom, statue, garage_kit.ysm.entity_type: returns player and maid.ysm.is_player: boolean value.ysm.is_maid: boolean value.tlm.favorability_point: favorability points, 0-384.tlm.favorability_level: favorability level: 0-3.tlm.task_id: work mode ID, string.tlm.schedule: work schedule, day, night, all (day shift, night shift, full-time).tlm.activity: activities such as work, idle, reset (working, off-duty, sleeping).tlm.gomoku_win_count: total rounds won in Gomoku.tlm.gomoku_rank: Gomoku rank, 1-4 (no 0).tlm.game_statue: game status, win, lost, empty string.tlm.backpack_type: backpack ID.tlm.is_entity: render maid entity.tlm.is_statue: render statue.tlm.is_garage_kit: render garage kit.tlm.show_item: item ID for the decoration slot./ysmclient watch var command for quick Molang debugging./ysmclient watch state.ysm.perlin_noise(seed, x, y, z), where y and z can be omitted.ysm.particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.abs_particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.mainhand_charged_crossbowysm.offhand_charged_crossbowysm.is_fishing05.03.2025 · 3 149 завантаження
tlm.animation.json file added, including ten new maid-related animations:broom, statue, garage_kit.ysm.entity_type: returns player and maid.ysm.is_player: boolean value.ysm.is_maid: boolean value.tlm.favorability_point: favorability points, 0-384.tlm.favorability_level: favorability level: 0-3.tlm.task_id: work mode ID, string.tlm.schedule: work schedule, day, night, all (day shift, night shift, full-time).tlm.activity: activities such as work, idle, reset (working, off-duty, sleeping).tlm.gomoku_win_count: total rounds won in Gomoku.tlm.gomoku_rank: Gomoku rank, 1-4 (no 0).tlm.game_statue: game status, win, lost, empty string.tlm.backpack_type: backpack ID.tlm.is_entity: render maid entity.tlm.is_statue: render statue.tlm.is_garage_kit: render garage kit.tlm.show_item: item ID for the decoration slot./ysmclient watch var command for quick Molang debugging./ysmclient watch state.ysm.perlin_noise(seed, x, y, z), where y and z can be omitted.ysm.particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.abs_particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.mainhand_charged_crossbowysm.offhand_charged_crossbowysm.is_fishing05.03.2025 · 445 завантаження
tlm.animation.json file added, including ten new maid-related animations:broom, statue, garage_kit.ysm.entity_type: returns player and maid.ysm.is_player: boolean value.ysm.is_maid: boolean value.tlm.favorability_point: favorability points, 0-384.tlm.favorability_level: favorability level: 0-3.tlm.task_id: work mode ID, string.tlm.schedule: work schedule, day, night, all (day shift, night shift, full-time).tlm.activity: activities such as work, idle, reset (working, off-duty, sleeping).tlm.gomoku_win_count: total rounds won in Gomoku.tlm.gomoku_rank: Gomoku rank, 1-4 (no 0).tlm.game_statue: game status, win, lost, empty string.tlm.backpack_type: backpack ID.tlm.is_entity: render maid entity.tlm.is_statue: render statue.tlm.is_garage_kit: render garage kit.tlm.show_item: item ID for the decoration slot./ysmclient watch var command for quick Molang debugging./ysmclient watch state.ysm.perlin_noise(seed, x, y, z), where y and z can be omitted.ysm.particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.abs_particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.mainhand_charged_crossbowysm.offhand_charged_crossbowysm.is_fishing05.03.2025 · 5 594 завантаження
tlm.animation.json file added, including ten new maid-related animations:broom, statue, garage_kit.ysm.entity_type: returns player and maid.ysm.is_player: boolean value.ysm.is_maid: boolean value.tlm.favorability_point: favorability points, 0-384.tlm.favorability_level: favorability level: 0-3.tlm.task_id: work mode ID, string.tlm.schedule: work schedule, day, night, all (day shift, night shift, full-time).tlm.activity: activities such as work, idle, reset (working, off-duty, sleeping).tlm.gomoku_win_count: total rounds won in Gomoku.tlm.gomoku_rank: Gomoku rank, 1-4 (no 0).tlm.game_statue: game status, win, lost, empty string.tlm.backpack_type: backpack ID.tlm.is_entity: render maid entity.tlm.is_statue: render statue.tlm.is_garage_kit: render garage kit.tlm.show_item: item ID for the decoration slot./ysmclient watch var command for quick Molang debugging./ysmclient watch state.ysm.perlin_noise(seed, x, y, z), where y and z can be omitted.ysm.particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.abs_particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.mainhand_charged_crossbowysm.offhand_charged_crossbowysm.is_fishing05.03.2025 · 721 завантаження
tlm.animation.json file added, including ten new maid-related animations:broom, statue, garage_kit.ysm.entity_type: returns player and maid.ysm.is_player: boolean value.ysm.is_maid: boolean value.tlm.favorability_point: favorability points, 0-384.tlm.favorability_level: favorability level: 0-3.tlm.task_id: work mode ID, string.tlm.schedule: work schedule, day, night, all (day shift, night shift, full-time).tlm.activity: activities such as work, idle, reset (working, off-duty, sleeping).tlm.gomoku_win_count: total rounds won in Gomoku.tlm.gomoku_rank: Gomoku rank, 1-4 (no 0).tlm.game_statue: game status, win, lost, empty string.tlm.backpack_type: backpack ID.tlm.is_entity: render maid entity.tlm.is_statue: render statue.tlm.is_garage_kit: render garage kit.tlm.show_item: item ID for the decoration slot./ysmclient watch var command for quick Molang debugging./ysmclient watch state.ysm.perlin_noise(seed, x, y, z), where y and z can be omitted.ysm.particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.abs_particle('id', x, y, z, dx, dy, dz, speed, count, life_time).ysm.mainhand_charged_crossbowysm.offhand_charged_crossbowysm.is_fishing08.02.2025 · 15 662 завантаження
Fixed a crash caused by audio playback
08.02.2025 · 4 151 завантаження
Fixed a crash caused by audio playback
08.02.2025 · 15 620 завантаження
Fixed a crash caused by audio playback
08.02.2025 · 1 130 завантаження
Fixed a crash caused by audio playback
08.02.2025 · 1 045 завантаження
Fixed a crash caused by audio playback
08.02.2025 · 1 247 завантаження
Fixed a crash caused by audio playback
08.02.2025 · 6 804 завантаження
Fixed a crash caused by audio playback
07.02.2025 · 3 652 завантаження
AnimationContent is empty, causing the log screen to refresh07.02.2025 · 849 завантаження
AnimationContent is empty, causing the log screen to refresh06.02.2025 · 11 321 завантаження
AnimationContent is empty, causing the log screen to refresh06.02.2025 · 68 794 завантаження
AnimationContent is empty, causing the log screen to refresh06.02.2025 · 2 604 завантаження
AnimationContent is empty, causing the log screen to refresh06.02.2025 · 8 197 завантаження
AnimationContent is empty, causing the log screen to refresh06.02.2025 · 195 завантаження
AnimationContent is empty, causing the log screen to refresh06.02.2025 · 6 139 завантаження
AnimationContent is empty, causing the log screen to refresh06.02.2025 · 230 завантаження
AnimationContent is empty, causing the log screen to refresh06.02.2025 · 2 204 завантаження
AnimationContent is empty, causing the log screen to refresh06.02.2025 · 412 завантаження
AnimationContent is empty, causing the log screen to refresh02.02.2025 · 20 134 завантаження
Could not load animation in logs upon initial archive entryModel and animation fixes
Fixed incorrect hand animations for JK Wine Fox character
Fixed texture errors and incorrect sneak position in controller example model
Molang additions and fixes
Added ysm.rendering_in_paperdoll variable specifically for paper dolls
ysm.person_view variable returning numerical values (First-person: 0, Third-person back: 1, Third-person front: 2; compatible with over-the-shoulder view)ctrl.idle variablectrl.run and ctrl.walk incorrectly being true during sneaking and climb statesctrl.climb parameter being true during swimmingysm.rendering_in_inventory parameters in some cases (e.g. top-left paper doll)q.is_first_person and ysm.first_person_mod_hide under certain conditions#return key as return buttonAlt + L)parcool:jump_charging)parcool:charge_jump)25.01.2025 · 16 607 завантаження
q.any_animation_finished q.all_animations_finished parametersAdded some molang specifically for controllers (subsequent documents will supplement this part of the description)
Animation can now play audio
At the same time, a volume button is added to control the volume of the animation
Delete redundant content
/ysm model export command (This command is not a model export command! ! ! )Animation Roulette can add configuration functions, and custom buttons can be used to control the input of molang parameters
Built-in first-order and second-order physical systems molang, simplifying related molang calculations
ysm.shoot_item_id function, which can be used to distinguish what item is used to shoot the arrow18.08.2024 · 89 078 завантаження
[Fabric] Add compatibility with TACZ Fabric 1.20.1
Fix the animation twitching problem when TACZ fires
Complete compatibility with TACZ bayonet animation
Fix the player rotation problem in the model switching interface (especially when the player opens the model switching interface while riding a horse)
Fix the problem that the free field of the independent manifest file is not processed
Add ysm.bone_pivot_abs to get the coordinates of the specified bone pivot point in the model space in the previous frame.
Note that if the parent bone is hidden or scaled by 0, the value will not be updated. Example:
ysm.bone_pivot_abs('LeftHand').x;
Add ysm.bone_[rot/scale/pos] to get the bone parameters of the previous frame.
Example:
ysm.bone_rot("LeftLeg').x;
Fixed the inaccurate values of q.eye_target_[x/y]rotation and q.body_[x/y]_rotation;
Fixed the abnormal rendering of paper dolls when using molang hidden groups when the first-person module is effective;
Improved the rendering of semi-transparent models;
Added properties.render_layers_first field (default false) to the manifest file to specify whether the vanilla model layer is rendered before the ysm model. The specific details will be introduced in the document later;
Greatly improved the performance of multiplayer games, especially when light and shadow + entity shadow are turned on;
Adapted the SWEM mod (+11 animations, refer to the swem.animation.json of the default model);
Adapted the Parcool mod (+35 animations, refer to the parcool.animation.json of the default model);
Added hover, hover_fadeout, and focus animations, which are played when the mouse hovers over, moves out of, or selects a model button in the model interface;
Compatible with Carpet and Curtain mod dummies, and in theory, with dummies that work in a similar way;
Supports copying or opening the author's contact information on the model details page;
Supports attaching additional information when exporting encrypted models;
Adapted to Sodium 0.6 and Iris 1.8;
Limits the animation update frequency to 60 fps;
Fixed the problem that iris shadow rendering has no head when the first-person mod is in effect;
Fixed compatibility with fashion armor mods;
Fixed the problem that the old version of the model texture file is not sorted correctly;
Fixed the problem that the renderer crashed in rare cases (access violation);
Fixed the problem that the process could not be terminated due to abnormal exit;
Improved the reliability of handshake and synchronization in an online environment;
Added the command /ysm ping, solve the problem that the client does not recognize the server due to packet loss;
Improve the automatic completion of some command parameters;
The top-level model directory is not recognized as a model.
Fix the problem of some groups being misplaced under the Carry On holding posture
Add a new wine fox model, and attach GUI suspension and selection animations
The semi-transparent part of the model may block other entities, which can be solved by installing the oculus/iris module;
The semi-transparent part of the model in the inventory will block buttons added by other modules.
18.08.2024 · 235 074 завантаження
[Fabric] Add compatibility with TACZ Fabric 1.20.1
Fix the animation twitching problem when TACZ fires
Complete compatibility with TACZ bayonet animation
Fix the player rotation problem in the model switching interface (especially when the player opens the model switching interface while riding a horse)
Fix the problem that the free field of the independent manifest file is not processed
Add ysm.bone_pivot_abs to get the coordinates of the specified bone pivot point in the model space in the previous frame.
Note that if the parent bone is hidden or scaled by 0, the value will not be updated. Example:
ysm.bone_pivot_abs('LeftHand').x;
Add ysm.bone_[rot/scale/pos] to get the bone parameters of the previous frame.
Example:
ysm.bone_rot("LeftLeg').x;
Fixed the inaccurate values of q.eye_target_[x/y]rotation and q.body_[x/y]_rotation;
Fixed the abnormal rendering of paper dolls when using molang hidden groups when the first-person module is effective;
Improved the rendering of semi-transparent models;
Added properties.render_layers_first field (default false) to the manifest file to specify whether the vanilla model layer is rendered before the ysm model. The specific details will be introduced in the document later;
Greatly improved the performance of multiplayer games, especially when light and shadow + entity shadow are turned on;
Adapted the SWEM mod (+11 animations, refer to the swem.animation.json of the default model);
Adapted the Parcool mod (+35 animations, refer to the parcool.animation.json of the default model);
Added hover, hover_fadeout, and focus animations, which are played when the mouse hovers over, moves out of, or selects a model button in the model interface;
Compatible with Carpet and Curtain mod dummies, and in theory, with dummies that work in a similar way;
Supports copying or opening the author's contact information on the model details page;
Supports attaching additional information when exporting encrypted models;
Adapted to Sodium 0.6 and Iris 1.8;
Limits the animation update frequency to 60 fps;
Fixed the problem that iris shadow rendering has no head when the first-person mod is in effect;
Fixed compatibility with fashion armor mods;
Fixed the problem that the old version of the model texture file is not sorted correctly;
Fixed the problem that the renderer crashed in rare cases (access violation);
Fixed the problem that the process could not be terminated due to abnormal exit;
Improved the reliability of handshake and synchronization in an online environment;
Added the command /ysm ping, solve the problem that the client does not recognize the server due to packet loss;
Improve the automatic completion of some command parameters;
The top-level model directory is not recognized as a model.
Fix the problem of some groups being misplaced under the Carry On holding posture
Add a new wine fox model, and attach GUI suspension and selection animations
The semi-transparent part of the model may block other entities, which can be solved by installing the oculus/iris module;
The semi-transparent part of the model in the inventory will block buttons added by other modules.
18.08.2024 · 36 109 завантаження
18.08.2024 · 69 757 завантаження
18.08.2024 · 40 012 завантаження
18.08.2024 · 46 880 завантаження
[Fabric] Add compatibility with TACZ Fabric 1.20.1
Fix the animation twitching problem when TACZ fires
Complete compatibility with TACZ bayonet animation
Fix the player rotation problem in the model switching interface (especially when the player opens the model switching interface while riding a horse)
Fix the problem that the free field of the independent manifest file is not processed
Add ysm.bone_pivot_abs to get the coordinates of the specified bone pivot point in the model space in the previous frame.
Note that if the parent bone is hidden or scaled by 0, the value will not be updated. Example:
ysm.bone_pivot_abs('LeftHand').x;
Add ysm.bone_[rot/scale/pos] to get the bone parameters of the previous frame.
Example:
ysm.bone_rot("LeftLeg').x;
Fixed the inaccurate values of q.eye_target_[x/y]rotation and q.body_[x/y]_rotation;
Fixed the abnormal rendering of paper dolls when using molang hidden groups when the first-person module is effective;
Improved the rendering of semi-transparent models;
Added properties.render_layers_first field (default false) to the manifest file to specify whether the vanilla model layer is rendered before the ysm model. The specific details will be introduced in the document later;
Greatly improved the performance of multiplayer games, especially when light and shadow + entity shadow are turned on;
Adapted the SWEM mod (+11 animations, refer to the swem.animation.json of the default model);
Adapted the Parcool mod (+35 animations, refer to the parcool.animation.json of the default model);
Added hover, hover_fadeout, and focus animations, which are played when the mouse hovers over, moves out of, or selects a model button in the model interface;
Compatible with Carpet and Curtain mod dummies, and in theory, with dummies that work in a similar way;
Supports copying or opening the author's contact information on the model details page;
Supports attaching additional information when exporting encrypted models;
Adapted to Sodium 0.6 and Iris 1.8;
Limits the animation update frequency to 60 fps;
Fixed the problem that iris shadow rendering has no head when the first-person mod is in effect;
Fixed compatibility with fashion armor mods;
Fixed the problem that the old version of the model texture file is not sorted correctly;
Fixed the problem that the renderer crashed in rare cases (access violation);
Fixed the problem that the process could not be terminated due to abnormal exit;
Improved the reliability of handshake and synchronization in an online environment;
Added the command /ysm ping, solve the problem that the client does not recognize the server due to packet loss;
Improve the automatic completion of some command parameters;
The top-level model directory is not recognized as a model.
Fix the problem of some groups being misplaced under the Carry On holding posture
Add a new wine fox model, and attach GUI suspension and selection animations
The semi-transparent part of the model may block other entities, which can be solved by installing the oculus/iris module;
The semi-transparent part of the model in the inventory will block buttons added by other modules.
18.08.2024 · 61 758 завантаження
[Fabric] Add compatibility with TACZ Fabric 1.20.1
Fix the animation twitching problem when TACZ fires
Complete compatibility with TACZ bayonet animation
Fix the player rotation problem in the model switching interface (especially when the player opens the model switching interface while riding a horse)
Fix the problem that the free field of the independent manifest file is not processed
Add ysm.bone_pivot_abs to get the coordinates of the specified bone pivot point in the model space in the previous frame.
Note that if the parent bone is hidden or scaled by 0, the value will not be updated. Example:
ysm.bone_pivot_abs('LeftHand').x;
Add ysm.bone_[rot/scale/pos] to get the bone parameters of the previous frame.
Example:
ysm.bone_rot("LeftLeg').x;
Fixed the inaccurate values of q.eye_target_[x/y]rotation and q.body_[x/y]_rotation;
Fixed the abnormal rendering of paper dolls when using molang hidden groups when the first-person module is effective;
Improved the rendering of semi-transparent models;
Added properties.render_layers_first field (default false) to the manifest file to specify whether the vanilla model layer is rendered before the ysm model. The specific details will be introduced in the document later;
Greatly improved the performance of multiplayer games, especially when light and shadow + entity shadow are turned on;
Adapted the SWEM mod (+11 animations, refer to the swem.animation.json of the default model);
Adapted the Parcool mod (+35 animations, refer to the parcool.animation.json of the default model);
Added hover, hover_fadeout, and focus animations, which are played when the mouse hovers over, moves out of, or selects a model button in the model interface;
Compatible with Carpet and Curtain mod dummies, and in theory, with dummies that work in a similar way;
Supports copying or opening the author's contact information on the model details page;
Supports attaching additional information when exporting encrypted models;
Adapted to Sodium 0.6 and Iris 1.8;
Limits the animation update frequency to 60 fps;
Fixed the problem that iris shadow rendering has no head when the first-person mod is in effect;
Fixed compatibility with fashion armor mods;
Fixed the problem that the old version of the model texture file is not sorted correctly;
Fixed the problem that the renderer crashed in rare cases (access violation);
Fixed the problem that the process could not be terminated due to abnormal exit;
Improved the reliability of handshake and synchronization in an online environment;
Added the command /ysm ping, solve the problem that the client does not recognize the server due to packet loss;
Improve the automatic completion of some command parameters;
The top-level model directory is not recognized as a model.
Fix the problem of some groups being misplaced under the Carry On holding posture
Add a new wine fox model, and attach GUI suspension and selection animations
The semi-transparent part of the model may block other entities, which can be solved by installing the oculus/iris module;
The semi-transparent part of the model in the inventory will block buttons added by other modules.
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