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Licensed ARR
Published 2 years ago
Updated last week
All versions
5.1.2+26.1.2
Release
LootBeamsUp 5.1.2+26.1.2 Fabriclast week 166
Compatibility
Minecraft: Java Edition
26.1.2
Platforms
Fabric
Quilt
Supported environments
Client-side
Required content
Any compatible version
Changes
LootBeamsUp 5.1.2 for Minecraft 26.1.2
A port of LootBeamsUp 5.1.2 to Minecraft 26.1.2: the same mod and features as 5.1.2 for 1.21.11, nothing new.
- Loaders: Fabric (and Quilt) and NeoForge. Forge is not available for 26.x.
- Works with Sodium and Iris shader packs, as on 1.21.11.
Fixes in 5.1.2
- Items carrying a malformed or extreme
lootbeamsup_config(item NBT a server or a creative-mode player can set) could crash or freeze every client near the item. Such settings are now checked: invalid ones are ignored, numbers are kept within the ranges the editor allows, and effect lists are limited. - Particle emitters with an extreme rate could freeze the game. Spawning is now capped.
- An item id from a removed mod in the item whitelist or blacklist, or an invalid tag in a selector, crashed the game every frame. Such entries now simply match nothing.
- Items with hidden tooltips (common in server menus) crashed when a labelled item group matched them.
- One broken
.objmodel in any mod or resource pack made resources fail to load. Broken models are now skipped and logged, and models are loaded only when used. - A VFX material whose shader does not compile no longer fails the whole resource reload.
- Memory was not released after leaving a world or changing dimension.
- Fixed a rare case where effects kept drawing into the wrong target after a renderer mod skipped a pass.
- Better compatibility with other mods that change terrain rendering.
Other in 5.1.2
- The
/lootbeamsdeveloper commands are no longer available outside a development environment; everything they did is in the in-game editors.
For players coming from older versions, everything 5.x brings:
Safe resource pack scripts
- Lua scripts from resource packs (particle scripts and animated effects) now run in a strict sandbox. They have no access to files, the operating system or Java.
- Scripts that loop forever, recurse endlessly or fail no longer freeze or crash the game. The broken script is switched off until resources reload and is listed on the Compatibility screen.
Effects and customization
- 10 post effects for beams and items: Soft Bloom, God Rays, Anamorphic Flare, Star Glare, Chromatic Shockwave, Gravitational Lens, Heat Haze, Prismatic Aura, Glitch and Outline. Chain as many as you like and set their order.
- Curves everywhere: most numeric settings (size, opacity, speed, intensity and more) can follow a curve instead of a fixed value. You draw curves in the built-in curve editor.
- Curves are driven by time, distance to the item, height, time of day, particle age, position along a trail or a shared channel. A curve can play once, loop or ping-pong.
- Channels: shared signals (sine, triangle, square, saw, noise) that animate many settings in sync from a single source.
- Color gradients for beams: any number of color stops, each with a fixed color or the item's own color, and its own opacity.
- Color shimmer for beams: the beam's color cycles through a gradient over a period you choose. Item names, nametags, outlines and group labels shimmer along with the beam, and the beam's own gradient still applies on top.
- Preset graph: build an item's look visually by connecting nodes (beam, light, particles, trails, ground effects, 3D objects, post effects). Anything not connected is off.
- VFX graph editor (beta) for custom particle and shader effects.
- Bundled presets: Basic, Droplight, Powerful, Chunky Flames, Vanilla Plus and Legendary Tooltips.
Item groups
- Item groups can include items by rules: mod, tag, rarity, name, color, tooltip text and NBT, combined with AND/NOT. Rules have a live preview and exclusions.
- Group names in tooltips: a switch inside the group's name field shows the group name where the rarity used to be, in the inventory tooltip, the world tooltip and the nametag. The name is drawn in the color the item's beam actually glows with.
- Items in a labelled group count as rare for the "Allow rare items" setting. When several groups contain an item, the one with the highest priority wins.
- Saving with an item in hand asks whether the look applies to the whole group or just this item.
Custom rarities removed
custom_rarities.json, thecustom_rarityNBT and the!!selector are gone. A group with a label and a preset does the same job, and you can edit it in the game. Servers can ship their groups and presets in the server resource pack.- A resource pack that still contains
custom_rarities.jsongets one chat message, its name in the log and an entry on the Compatibility screen. A tool that converts old rarity files into groups and presets is planned.
Shader packs, Sodium and Iris
- Works with Sodium and with Iris shader packs: beams, particles, trails, bloom, cosmic effects and post effects are drawn over the shader pack's final image.
- Particles keep their colors under a shader pack instead of looking washed out.
- A new Compatibility screen in the mod menu shows what was detected and what works. Problems are reported once in chat and in detail in the log.
New configuration interface
- All screens are rebuilt in a new holographic style, including the preset and VFX graph editors.
- You can rename a node right in the node, like any text field (caret, selection, copy/paste, undo).
- Number fields show exactly what you typed (no more
0.1999999).
Item outline instead of glow
- The item glow is replaced by an outline post effect. It respects walls and blocks (no more x-ray through terrain), fades out softly, stays behind the beam and works for heads, shields and other special items.
- Existing glow settings are migrated automatically.
Fixes and improvements
- Tooltips appear when you look at items lying in snow layers, grass or flowers. In a pile, the item you actually look at is chosen.
- World tooltips no longer sway in an arc while you walk with view bobbing on.
- Presets made with older versions no longer reset settings they don't mention to zero. Those settings now use their defaults.
- Legacy trail settings from old configs and packs, and
canSpawnTrails: false, are migrated correctly. - Debug render previews no longer show up by default; they are turned off on every launch.
- Updated the default look and the Droplight preset.
Known issues
- With a shader pack, light cast by beams is based on the final image rather than the scene's own colors.
- With a shader pack, effects are not affected by the pack's fog and are drawn over its blur (depth of field, motion blur).
Optional dependencies
Any compatible version
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:fFPOjWlN:sUzFZMLB"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:fFPOjWlN:sUzFZMLB"
}

