Tags
Creators
Details
All versions
0.11.0
Beta
Entity Movement, Custom Materials, Script Config & More2 weeks ago 10
Compatibility
Minecraft: Java Edition
b1.7.3
Platforms
Forge
Java Agent
Risugami's ModLoader
Supported environments
Singleplayer only
Changes
0.11.0
Entity movement
- Add owned, composable movement rules for supported singleplayer players and living entities, including gravity, air/fluid drag, acceleration, jumping, sneak behavior, fall tracking and fall damage.
- Add per-step native/manual motion commands, independent additive forces and post-collision observations. Expose logical player input and routed physical edges.
Materials and step sounds
- Add custom block materials for blocks and fluids while retaining vanilla material support.
- Add sound-event-backed step sounds for blocks alongside vanilla step sounds.
- Include material and step sound details in block debug exports.
Script configuration
- Add an in-game editor for script configuration, with staged changes, defaults, and validation.
- Support boolean, number, string, list, dictionary, and fixed nested settings with optional labels, descriptions, bounds, choices, and read-only entries.
- Let scripts select text fields, sliders, dropdowns, or cycling buttons for values. Lists and dictionaries can use individual controls or comma-separated text.
- Make nested sections and collections collapsible. They start closed unless declared with
expanded = true. - Add fixed-choice multi-select lists, optional editor headings/dividers and field order, and draft-only per-field Reset buttons.
- Save changes atomically, detect conflicting file edits, and preserve unknown JSON fields.
- Update live Lua values after saving and support
onChangecallbacks with error reporting and retry.
Biome and region generation overrides
- Let scripts register selectable Overworld biome/region packages while Minecraft remains the base generator.
- Apply scoped terrain sources, material rules, carvers, surfaces and population suppression through native and owned generation stages. Keep biome identity and unaffected native raw columns intact.
- Save selected packages, effective order and dependency signatures with generation settings; reject changed or missing enabled definitions on reopen. Add point/chunk inspection for target influence and selected channels.
Position arguments
- Accept named position tables and position objects alongside numeric coordinates in world, entity, multiblock, particle, teleport, and worldgen runtime APIs. Preserve each operation's coordinate units and limits.
- Require exact integers for block coordinates and integer position construction; reject non-finite and out-of-range float positions.
- Preserve nonzero and fractional Z coordinates in numeric X/Z spatial-field queries.
Optimization and reliability
- Keep fluid, asset and sound-event Lua reference identity stable while held; preserve value-like block/item views.
- Allow opt-in config schema versions with validated, atomic migration and protection for newer or failed files.
- Index block/item names for repeated lookups while preserving aliases and first-match behavior.
- Allow packaged dependencies to require a minimum three-part numeric version.
Built-in assets
- Add
minecraft:block/full_block, a full-cube model with thedefaultmaterial slot. - Expose Minecraft's whole client PNG images and terrain/item atlas cells through the texture asset API.
- Resolve native references through the selected vanilla texture pack and its client-JAR fallback, using native
paths such as
terrain.pngandgui/items.png. - Support live native atlas cells in block, item and entity model materials.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:BwTdIvv1:3P5ylacc"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:BwTdIvv1:3P5ylacc"
}

