Tags
Creators
Details
Licensed ARR
Published 5 months ago
Updated 40 minutes ago
All versions
1.0.5
Release
HologramMod 1.0.543 minutes ago 3
Compatibility
Minecraft: Java Edition
26.1.x
Platform
Fabric
Supported environments
Server-side
Singleplayer
Required content
Any compatible version
Changes
HologramMod — Sprite Update
Hologram sprite icons now work hand in hand with ChatMod: holograms understand everything ChatMod does.
✨ New
ChatMod integration
- When ChatMod is installed, HologramMod hands every sprite to ChatMod.
[#name]and player-head tokens in holograms then look exactly like they do in chat, including:- every
sprites.ymlalias, including the new extended aliases; - automatic aliases for your resource pack's custom textures (
[#ruby]with no config); - correct atlas routing for textures in your pack's own folders;
[#atlas|sprite]and[#namespace:path]syntax;- fallback text for players without the pack;
- ChatMod's
tint_sprites/ per-aliastint:setting. - No extra setup is needed. ChatMod is optional, not a dependency. The server log says which mode is active:
Using ChatMod for spriteswhen ChatMod is found;- otherwise the built-in resolver is used.
- every
- Works with older ChatMod versions too; features they don't have fall back to HologramMod's own rules. (Just update ;p)
Built-in resolver (without ChatMod)
- Updated to the current atlas layout:
- blocks, items, gui, particles, paintings, map decorations, celestials, banners, shields, chests, shulker boxes and decorated pots;
mob_effect/*now uses the gui atlas.
- Supports
[#atlas|sprite],[#namespace:path]and paths like[#block/stone]. Bare names ([#diamond]) check paintings, blocks and items. - Custom namespaces are kept, so
[#myserver:item/ruby]works with your own resource pack. - Unknown sprites show
[name]as fallback text instead of Minecraft's generic[sprite].
🔄 Changed
- Colour codes no longer tint sprite icons.
&e[#diamond]shows a normal diamond, not a yellow one. Hover and click events from the surrounding text still apply to the icon. With ChatMod installed, ChatMod's tint settings decide. - Sprites are now built directly as text components instead of through JSON, so they always render, even where no registry access is available.
- Player-head tokens (
[#@Name],[##@Name]) with no name show the default player head. sprites.ymlreading (without ChatMod) understands ChatMod's newer file layout:- map-style aliases (
sprite:/permission:/fallback:/tint:) use theirsprite:value; - the
settings,resource_packs,item_models,custom_model_dataandsprites_config_versionsections are skipped instead of being treated as aliases.
- map-style aliases (
Optional dependencies
Any compatible version
Any compatible version
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:pedRSxji:mkIA1oHV"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:pedRSxji:mkIA1oHV"
}

