Included content
| Name | |
|---|---|
/emote account login. Use the login link and one-time code shown in chat; the code can be clicked to copy it./emote account now shows the current skin provider, registered accounts, and whether an account needs to be reauthenticated./emote account remove <name or UUID>.EMOTE_ACCOUNT_KEY is set, AES-256-GCM is used instead. EMOTE_ACCOUNT_KEY must contain a Base64-encoded 32-byte key.Because the skin generation process changes the registered account's actual Minecraft skin, using a dedicated account instead of your main gameplay account is recommended.
/emote info. It displays active sessions and participants, display usage and limits, the skin provider, processing/queued/retry job status, and the number of loaded emotes./emote stop can now accept multiple players at once, and /emote stop-all has been removed./emote play./emote reload. If resource pack preparation or emote directory loading fails, the existing catalog and resource pack are no longer replaced.100i and 1000d are supported.emotes and idle.emote fields in permission groups now support regular expressions. This allows emotes sharing a common prefix or naming pattern to be matched with a single rule.emotes field of a permission group, * can be used to allow all emotes.5s are subtracted from the base cooldown, while values such as x0.5 and x2 apply multipliers.cooldown is used.movement_distance, the movement cancellation threshold, is set to 0, the animation scene now follows the player's current position.rotation_deadzone is 0, display position and rotation use 1-tick interpolation.loop_start for specifying where repeated playback should restart.0t, while subsequent loops begin from the configured loop_start. This makes it possible to play an intro animation once and repeat only the main section afterward.loop_start can only be non-zero in loop mode and must be before the end of the timeline.loop, break, and continue, with a maximum of 1,024 iterations per loop.q.any, q.all, q.approx_eq, and q.in_range.q.position, q.position_delta, and q.movement_direction for querying position and movement information.q.is_item_equipped, q.item_is_charged, and q.is_item_name_any.q.scoreboard for reading player scoreboard values.Loop start field for editing the loop restart position.loop_start values in Emote JSON files can now be imported and exported.loop_from_tick loop start position is preserved.idle. prefix.emotes.json schema version has been updated to 3. Existing version 2 configurations are migrated automatically.emote:sit, it must be changed to the new example ID, emote:idle.sit.select and options format in NBT tracks must be replaced with molang expressions.item_source, which referenced the item held by a player, has been removed. Item displays must now specify the item to render using item_stack_snbt.PlaybackSettings, and the types used for item nodes and dynamic NBT values have also changed. Integrations that construct these types directly will need to be updated.| Name | |
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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.
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:qUF0jygw:gQKpc2VC"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:qUF0jygw:gQKpc2VC"
}