
Minecraft Borderless Window
Borderless fullscreen with a 3-mode system and configurable F11, plus a growing set of video and quality-of-life options Minecraft doesn't expose. Every setting defaults to vanilla. Client-side, no dependencies, optional Sodium integration.
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Details
1.6.0
Compatibility
Changes
1.6.0
Camera overlays
- Added four toggles for the full-screen overlays Minecraft draws over your view: Pumpkin, Freeze, Portal and Spyglass
- Pumpkin Overlay removes the blur drawn while wearing a carved pumpkin, so it can be worn against endermen without the visual cost. Helmet overlays added by other mods are never affected
- Freeze Overlay removes the frost border drawn while freezing in powder snow. That border also warns you are taking freeze damage; the frozen hearts on the HUD still show it
- Portal Overlay removes the purple warp drawn while standing inside a Nether portal, which mostly gets in the way while building or aligning them
- Spyglass Overlay removes the scope texture and the black bars. The zoom itself is unchanged — only the frame around it is removed
- All four live in the existing Screen Overlays section, alongside the water and fire toggles
- The vignette is deliberately not offered: it doubles as the world border warning, and a plain toggle would delete that warning along with the darkening
Field of view
- Minecraft has one FOV Effects slider for every source at once. It is now split into four: Speed, Flying, Bow and Fluid, each 0-100% with 100% being vanilla
- Speed FOV is the one worth having: with Speed potions or a modified movement attribute the FOV never settles, and until now there was no way to soften that without removing the bow zoom too
- Flying FOV covers creative flight only. Elytra gliding is a different thing and is not affected
- Bow FOV keeps the same easing curve and only changes how deep the zoom goes. The spyglass is never touched: its zoom is what the item does, not a visual effect
- Fluid FOV is the squeeze applied underwater and in lava
- All four sit under Minecraft's own FOV Effects slider rather than replacing it — with that at Off, nothing here has any effect
Distortion
- Minecraft has one Distortion Effects slider covering both the Nether portal and the Nausea effect. It is now split into Portal Distortion and Nausea Distortion, each 0-100%
- The two share one accumulator internally, so the source is attributed per tick from the rate vanilla itself picks. Walking into a portal while under a Nausea potion correctly applies the portal percentage, and applies the Nausea one again the moment you step out
- Both sit under Minecraft's own Distortion Effects slider, same as the FOV options
- The green nausea texture is left entirely to vanilla. It is Minecraft's accessibility trade — a static cue that replaces the spinning as you lower its slider — and driving it from ours turned "less motion" into a bright green full-screen overlay, which is the opposite of what the option is for
Sodium integration
- Two vanilla sliders Sodium's video settings leave out are now available inside the mod's pages: Distortion Effects (Minecraft) and FOV Effects (Minecraft), each at the top of the page it governs so the hierarchy reads top-down
- Both are the same settings found in Minecraft's Accessibility Settings and are saved with Minecraft's options, not the mod's
- The Sodium section now has nine per-feature pages: General, FPS Overlay, Fog, Clouds, Screen Overlays, Bobbing, FOV, Distortion and Enchantment Style
- Every option remains fully available without Sodium via the Mods menu Config screen, except the two vanilla sliders above — without Sodium those are one click away in Minecraft's own menus and duplicating them would serve nobody
Internal
- New
fov/anddistortion/packages;screeneffect/gainsCameraOverlayFilter - New mixins:
GuiMixin,AbstractClientPlayerMixin,LocalPlayerMixin - The camera overlays need bytecode rather than an event: NeoForge exposes the whole group as a single
CAMERA_OVERLAYSGUI layer, so cancelling it would remove all of them at once. The pumpkin and freeze overlays share one vanilla method and are told apart by texture - The spyglass injection wraps the call site rather than the method, so NeoForge's
getScopeOverlayTexturepatch keeps working for mods that supply custom scopes - Distortion source attribution reads the per-tick rate vanilla chooses inside
handleConfusionTransitionEffectwith MixinExtras@Local. Three earlier approaches were tried and each failed on a real case: asking for the Nausea effect at render time gets the overlap backwards, the boolean the method receives stays true long after you leave a portal, and measuring how far the accumulator moved breaks both when it clamps at 1.0 and when changing dimension resets it - The speed FOV injection lerps the movement speed attribute toward the walking speed, which is algebraically the same as scaling the multiplier vanilla derives from it — there is no constant in that expression to scale directly
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:ijIwGkOr:j4T3ryGv"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ijIwGkOr:j4T3ryGv"
}
