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Minecraft: Java Edition
26.2
26.1.2
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Licensed CC0-1.0
Published 3 months ago
Updated last week
FindMe Again
中文
FindMe Again 是一个 Minecraft Fabric 模组,悬停物品后按搜索键(默认 Y)即可高亮附近存放该物品的容器。
本版本是对原 FindMe 模组的迁移,面向纯 Fabric 环境,因此会更快适配新版本。
与原版的主要变化
- 移除 Architectury 依赖,不再支持 NeoForge。
- 将粒子透视效果改为 GTNH 风格的线框穿墙透视。
功能
- 悬停物品按
Y搜索附近容器中匹配的物品,并以线框高亮 - Shift +
Y搜索并将视角对准目标容器 - 小键盘
0/1从远处容器拉取物品到背包
配置文件
| 配置项 | 作用 | 类型 | 默认值 |
|---|---|---|---|
CONTAINER_TRACKING |
是否启用容器搜索 | 布尔值 | true |
CONTAINER_TRACK_TIME |
容器高亮时间 | 整数(tick) | 600 |
SNAP_TO_CONTAINER |
是否将视角对准容器 | 布尔值 | true |
CONTAINER_HIGHLIGHT_COLOR |
物品栏中物品高亮颜色 | 十六进制颜色代码(字符串) | "#cf9d15" |
LASER_DURATION |
高亮线框时长 | 整数(tick) | 100 |
LASER_THROUGH_WALLS |
线框是否穿墙可见 | 布尔值 | true |
BLOCK_LASER_COLOR |
方块线框颜色 | 十六进制颜色代码(字符串) | "#FF2200" |
ITEM_LASER_COLOR |
掉落物线框颜色 | 十六进制颜色代码(字符串) | "#AA44FF" |
ENTITY_LASER_COLOR |
实体线框颜色 | 十六进制颜色代码(字符串) | "#FFD700" |
LASER_WIDTH |
线框宽度 | 浮点数 | 2.0f |
RADIUS_RANGE |
搜索半径 | 整数(方块) | 32 |
IGNORE_ITEM_DAMAGE |
是否忽略物品耐久 | 布尔值 | false |
SEARCH_ITEM_ENTITIES |
是否搜索掉落物 | 布尔值 | true |
SEARCH_ENTITY_INVENTORIES |
是否搜索实体物品栏 | 布尔值 | true |
构建
./gradlew build
已知不兼容
- 与 MiniHUD 的
FIX_VANILLA_DEBUG_RENDERER_THROUGH功能不兼容,启用该功能会导致线框无法穿墙渲染。 - 加载光影着色器时线框无法穿墙渲染。
致谢
- 原作者:Buuz135
- 迁移与重构:Light_xing01, Fight_xing
English
FindMe Again is a Minecraft Fabric mod that highlights nearby containers storing the item you hover over. Press the search key (default Y) to search.
This version is a migration of the original FindMe mod, targeting Fabric only, so it can fit new version quicker.
Key Changes from the Original
- Removed Architectury dependency. NeoForge is no longer supported.
- Replaced particle-based highlighting with GTNH-style wireframe wall-hack rendering.
Features
- Hover an item and press
Yto find matching items in nearby containers, highlighted with wireframes - Numpad
0/1to pull items from distant containers into your inventory
Config
| Configuration Option | Description | Type | Default Value |
|---|---|---|---|
CONTAINER_TRACKING |
Enables container searching | Boolean | true |
CONTAINER_TRACK_TIME |
Container highlight duration | Integer (ticks) | 600 |
SNAP_TO_CONTAINER |
Snaps camera view to the container | Boolean | true |
CONTAINER_HIGHLIGHT_COLOR |
Highlight color for items in the inventory | Hex Color Code (String) | "#cf9d15" |
LASER_DURATION |
Highlight wireframe duration | Integer (ticks) | 100 |
LASER_THROUGH_WALLS |
Whether wireframes are visible through walls | Boolean | true |
BLOCK_LASER_COLOR |
Block wireframe color | Hex Color Code (String) | "#FF2200" |
ITEM_LASER_COLOR |
Dropped item wireframe color | Hex Color Code (String) | "#AA44FF" |
ENTITY_LASER_COLOR |
Entity wireframe color | Hex Color Code (String) | "#FFD700" |
LASER_WIDTH |
Wireframe width | Float | 2.0f |
RADIUS_RANGE |
Search radius | Integer (blocks) | 32 |
IGNORE_ITEM_DAMAGE |
Ignores item durability/damage | Boolean | false |
SEARCH_ITEM_ENTITIES |
Searches for dropped items | Boolean | true |
SEARCH_ENTITY_INVENTORIES |
Searches entity inventories | Boolean | true |
Building
./gradlew build
Known Issues
- Incompatible with MiniHUD when
FIX_VANILLA_DEBUG_RENDERER_THROUGHenabled in MiniHUD, which will cause the wireframe cannot render through walls. - Wireframes cannot render through when a shader pack is enbaled.
Credits
- Original author: Buuz135
- Migration & rework: Light_xing01, Fight_xing


