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Entity Texture Features 4.4.0

Changelog

  • full NBT property parity with OptiFine, ETF now parses the examples in this link correctly (https://optifine.readthedocs.io/syntax.html#nbt)
  • added ETF only NBT "raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposes
  • added ETF only NBT property syntax which will print the entire entities NBT data to the log, not just the specific compound, if the NBT property text starts with "print:", this will not affect the function of text after the "print:"
  • vanilla texture variants like wolf_tame.png will fall back to wolf.properties if wolf_tame.properties doesn't exist (this is true for wolf, bee, ghast & strider texture variants) (only for vanilla textures)
  • the Blocks property now utilizes the full OptiFine blocks syntax [namespace:]name[:property1=value1,...:property2=value1,...] allowing matches such as "blocks=oak_stairs:facing=east,west:half=bottom"
  • made Name, Names, Biomes and Teams properties more robust and all 3 can now utilise Regex and Pattern not just Names
  • added support for emissive textures on mob head blocks
  • added support for emissive and enchanted skin features on player head blocks (will only work for a player online that you have seen at least once that session, I may expand this in future)
  • resolved injection warning on mod load
  • improved resource reloading mixin
  • altered the livingEntityMixin structure to accommodate plans for EMF
  • some API additions for EMF

Files

entity_texture_features_forge_1.19.2-4.4.0.jar(430.56 KiB) Primary Download

Project members

Traben

Owner


Technical information

License
LGPL-3.0-only
Client side
required
Server side
unsupported
Project ID