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1.0.1
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š Humans Mod Documentation
š§± 1. Basic Information
- Full Mod Name: Humans Mod
- Current Version: 1.0.1 Beta
- Source Type: Closed Source, Custom License
- Supported Minecraft Version: 1.21.5
- Mod Loader: Fabric
- Official Download: Modrinth Link
Note: This mod is under active development and has been tested thoroughly before release. However, it's recommended to try it on a backup world first before using it on your main world.
š§© 2. Dependencies
Required:
Optional:
- Cloth Config
- Architectury API
š§° 3. Features
After installing and launching Minecraft, the following keybinds are essential to operate the mod:
- Q ā Triggers default animation: Head turns right.
- R ā Triggers default animation: Head turns left.
- Z ā Triggers default animation: Phone call.
- X ā Triggers default talking animation.
- P ā Opens the animation customization screen for keys Q, R, Z.

- L ā Opens a panel to change entity skin, size (scale), and model (currently supports default only, more to come).

- T ā Rotates entity right.
- Y ā Rotates entity left.
- [ ā Moves entity forward with walking animation.
- ; ā Moves entity backward with walking animation.
- C ā
- If an entity is selected (via right-click), opens a UI:
- Choose a pre-placed
marker - Enter launch time in seconds
- Add animation with start and end times

- Choose a pre-placed
- If no entity is selected:
- Opens list of all entities within 64 blocks
- Select an entity, assign launch time
- Select movement point(s)
- Click Action to execute, closing the window automatically.

- If an entity is selected (via right-click), opens a UI:
- ] ā Executes all events scheduled for one or multiple entities.
Additional Notes
- Entity Protection: Players cannot kill entities using hand/tools except swords (left-click reserved for relocation).
- Entity Relocation: Left-clicking moves entity to inventory (if space is available), keeping its properties. Re-add via right-click like a block.
- Channel Selection: Right-click to assign or select entity channel.
Mod Elements (Blocks):
- Human: Flexible human model with facial animations, blinking, talking, eyebrow movement.
- Marker: Sets destination for entity. Destroyable with one click.
- Sit: Invisible block that enables sitting animation on any block.
- Sleep: Invisible block that enables sleeping animation.
š§ 4. Usage Instructions
Installation:
- Download the
.jarfrom Modrinth. - Place it in
.minecraft/mods.
Control: Single Entity
- Select entity (right-click)
- Press
C - Choose marker
- Set launch time
- Add animation with timing
- Press
]
Control: Group
- Don't select entity
- Right-click any block
- Choose entity from list
- Assign launch time
- Select path points
- Press
Action
Practical Example
- Video tutorial available on YouTube
- Skins can be added to
human_texturesfolder and selected viaL - Use the Blockbench model (with GeckoLib) to design skins. Do not modify model bones. Contact dev to include animations.

š 5. External Links
- GitHub: View Repository
- Official Docs: Visit Website
š 6. Future Plans
- Group pathing + animation execution.
- More animation types and models (fat, slim, disabled, etc.)
š© 7. Contact
- Email: mustafamaxdev@gmail.com
- Facebook: View Page
- Discord: Join Server
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:e2o2hMys:HNb0MjGm"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:e2o2hMys:HNb0MjGm"
}

