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0.1.3
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Changes
What's new in Club v0.1.3
๐ฑ๏ธ Item Scrolling โ beta
Move items with the mouse instead of clicking them one slot at a time.
- Scroll a slot to move one item ยท Shift the whole stack ยท Ctrl every stack of that type ยท Ctrl+Shift the whole inventory ยท Shift+drag across slots to move each one you cross.
- Every control is rebindable โ choose the modifier and the button for each action on its own screen. No two actions can share one: assign it to a second and it leaves the first, and the row tells you.
- When a control would override something vanilla already does with it โ Shift+click is the game's own quick-move โ the row says so, instead of quietly swallowing the click.
- It ships as beta while it settles: it doesn't reach the creative inventory yet, and the card admits that rather than pretending to work.
๐๏ธ Settings that belong to their card
Right-click a module and its settings unfold right under that card, sliding the cards below it down to make room โ the sheet never covers the grid. It's the width of its card, its controls squeeze to fit, and a name too long to fit is shortened, not spilled. A module with nothing to configure no longer opens an empty panel โ it flashes a small crossed-out gear and leaves the card where it was.
๐๏ธ Club stops drawing what you cannot see
- Particles behind the camera are no longer built. Minecraft culls particles not at all โ it tessellates every live one every frame, the ones behind your head included. Nothing on screen changes.
- Block entities off-screen inside a section the frustum kept stop rendering โ while anything that asked for special treatment (a beacon's beam, an end gateway, a moving piston) is left untouched.
- Measured on a fixed-seed scene, interleaved in one session: โ5.3% frame time on a normal machine, โ8.1% on a CPU-bound one. Where the GPU is your bottleneck, our own benchmark refuses to claim a win โ and says so.
๐ Background throttle
Cap the frame rate while the window sits behind something else. It gives zero in-game FPS โ a battery, fan-noise and second-monitor feature, and calling it an FPS boost would be a lie. It can never raise a limit you set yourself.
๐ A cheaper, tidier HUD
The HUD's icons used to leave one GL call per sprite โ a third of its whole cost. They batch now; not a pixel looks different, and every build proves that by geometry, not by eye. In the editor, elements refuse to overlap: drag one onto another and it slides along the edge instead of stacking, so nothing can hide under a neighbour or under the toolbar. The target chip's reach is fixed one step past vanilla's โ a dial for it would name an opponent before you could touch them, and that's a soft cheat we won't ship.
What we didn't ship: an entity culler. It was built, measured at โ22% frame time, and deleted โ vanilla's visible-section list only holds sections that contain blocks, so a phantom in open sky belongs to none of them and would blink out while you watched it. If you want that, run Sodium (it owns the occlusion graph) with EntityCulling on top; we don't duplicate them.
Client-side only ยท works on vanilla servers ยท needs Fabric API ยท MIT.
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:MqdRRPHj:YbaSmda4"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:MqdRRPHj:YbaSmda4"
}

