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1.6.0+mc1.21.2-1.21.5
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Required content
Changes
BreedTimer 1.6.0
New
- Breeding blockers are shown on the label instead of a false "Ready": "Tame first", "Needs full health", "Dismount first", "Tell it to stand", "Busy", "Needs bamboo nearby", "Too scared", "Repelled", "Asleep" (villagers) and a grey "Cannot breed" for sterile mobs — plus a matching "blocked" counter in the compact HUD
- Age-locked babies read "Age locked"; skeleton/zombie horse foals read "Never grows up"
- Optional "Show Breeding Food" line listing what each animal or villager eats (data-pack aware)
- Newly tracked: sniffer eggs, dried ghasts, allay duplication cooldowns, tadpoles, dolphins, beehive honey levels, torchflower & pitcher crops, turtle egg-laying countdown, sniffer seed countdown, panda cub personality odds
- Bucketing a baby axolotl or tadpole shows its exact remaining growth time as a tooltip
- Compact HUD: stable ambient counts (no more flicker when turning around), a "Next ready in m:ss" line, a state Filter tab, and a block-labels master switch
- Look-at-only label mode, plus a real "labels through walls" on/off toggle
- Colour-blind and high-contrast colour presets; optional text outline for labels
- Separate label/HUD opacity sliders, HUD text scale, adjustable chime volume & pitch, tooltips on every option, action-bar feedback for both keybinds
Fixed
- Feeding a baby now actually shortens its timer — including horses, donkeys, mules, llamas and camels with their own real numbers, and lambs eating grass
- Baby growth timers no longer loop back to 20:00; they end with "Almost grown"
- Labels are rendered like vanilla name tags again: full brightness, no clipping into terrain
- Horse × donkey (and llama × trader llama) breeding now starts both cooldowns
- No more phantom five-minute cooldown when villager courtship fails without a free bed
- Toggling the mod or a category off no longer freezes timers, and re-enabling no longer replays a burst of chimes
- The ready chime fires exactly once, the moment an animal becomes ready
- Every singleplayer world now has its own save file (keyed by save folder, so same-named worlds no longer collide; existing data is taken over automatically)
- The compact HUD no longer counts a drying-out dried ghast as ready
- Compact-HUD lines now read correctly at a count of 1, in English and German
Performance
- Label rendering no longer grows with the square of visible animals; the nearby-egg scan got ~1000× cheaper; the chime scan idles when nothing is ready
Some entries are version-dependent (dried ghasts 1.21.6+, dolphins not on 1.21–1.21.1, sulfur cubes 26.2 only, nautilus 26.x only, lamb grass-eating on 1.21.2–1.21.5 Fabric only). Full details in the repo's CHANGELOG.
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:iXtO8tbC:24pI7xmn"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:iXtO8tbC:24pI7xmn"
}



