Meddle also has a @MeddleMod annotation, allowing you to specify certain metadata about your mod, including mod dependencies. If you're using DynamicMappings, it's recommended that you specify it as a dependency, but Meddle currently gives DynamicMappings priority automatically, for backwards compatibility with Meddle 1.1 mods.

The most basic Meddle mod is simply a class that implements the ITweaker interface from Launchwrapper. The jar manifest should then point to this class using a TweakClass directive, which is exactly how you would do it with Forge as well. This allows you to create tweak class mods that can be compatible with both Forge and Meddle.

Despite the limitations, the immediate advantage of DynamicMappings is that most snapshot updates will work seamlessly with Meddle mods. When it doesn't, usually only DynamicMappings need to be updated, and everything will work again. Updating this one mod, versus updating multiple individual mods, is easier on everyone involved.

The DynamicMappings mod was my solution to this problem. It's a Meddle mod which scans Minecraft at startup and creates this translation table automatically, regardless of snapshot version. This is far from a complete list compared to what modders are familiar with, however, since code has to be written to locate everything needed. But as I release mods, the available mappings only continues to grow, allowing for even more complex mods as things progress.

Due to this, Meddle mods normally have to be updated for nearly every version of Minecraft to adapt to the name changes. I did this for the initial Meddle mods that I created for first few snapshots. But upon witnessing the rapid releases from Mojang, I knew something had to change. I wanted to actually play the game, not spend time updating the mods constantly.

Mappings are the translation table between the obfuscated/scrambled names that Mojang applies to the game upon release, translated by the community into something that's readable for a developer to know where they are inside of the game. They're a fairly crucial part of modding, but a laborious task to create. And since the obfuscation changes in almost every version of Minecraft that's released, even snapshots, this means you're chasing a constantly moving target.

Note: There's currently a bug where output isn't being redirected to the graphical GUI, but still to the console. You can prevent the graphical GUI from showing up at all by adding "nogui" to the server command line, but there's a bug in Minecraft since 1.7.x which occasionally causes a crash on exit. I'll try to find a workaround to the former in hopes that Mojang fixes the latter.

Various mods can be used server-side-only if you wish, such as LeafDecay. Check the mod descriptions to find out which can be used in this fashion.

During snapshots, if you want to be able to stay up to date, you can keep the ServerGenerator tool in the same directory as your server, and simply use a period for the destination directory. You'll just want to make sure that you launch your server from the newly-created jar instead of the previous one.

This downloads all the necessary files, and would create a server jar named meddle_server.15w36c-1.2.2.jar. This is what you would run to start the server.

So to install Meddle v1.2.2 for snapshot 15w36c into a "server" folder, you would use:

For servers, the process is automated. Download the ServerGenerator tool, then run it as follows:

The first time you run Minecraft with Meddle installed, a "meddle" folder will be created in the Minecraft instance folder. This is where you'll drop any mod jars. Some mods may also create config files in the "meddle/config" folder.

Lastly, open the launcher (or restart it if it's open) and create a new profile using "15w44b-meddle-1.3" as the version. If it's not in the version list, make sure you have the box selected to enable snapshots.

Now find your Minecraft folder (Windows is %appdata%\.minecraft). Go to "versions". Make a new folder called "15w44b-meddle-1.3". Copy the json you downloaded from above into this folder.

Using the vanilla launcher is slightly more complicated and not quite as flexible. These instructions will describe using snapshot 15w44b with Meddle 1.3. If you need a different Minecraft or Meddle version, just modify the json url and instructions as necessary.

You're done! Run the instance once so that it creates the necessary folders, then go into the "Game Directory" folder you picked, find the "meddle" folder it created (you'll also see "saves", "logs", "resourcepacks", etc), and drop your mods in.

Select " Enable experimental development versions ("snapshots") ". Now select the Meddle version you just installed from the version list.

Now open or restart the standard Minecraft launcher. Click to add a new profile. Set the name, and optionally put it into a different game directory so that your saves and mods will be separate from your vanilla worlds. I highly recommend you disable " Automatically ask Mojang for assistance with fixing crashes " since they aren't responsible for any crashes Meddle might cause. You might wish to set Launcher Visibility to " Keep the launcher open " so that you can see if any errors occur during startup.

When you go back to the Info tab, you should see the version you just installed displayed in the box.

Go to the Install Client tab, select the Minecraft snapshot you wish to install Meddle for (usually the latest), as well as the Meddle version, then click " Add Meddle Version to Launcher ".

First download the new Meddle Manager application. When you run it, it should automatically be able to detect your Minecraft installation folder, and display info about the newest version of Minecraft available, newest version of Meddle available, and the versions of Meddle you have installed.

Installing Meddle for MultiMC is fairly simple. Create a new instance for the game version that you want. Now right-click it, select "Instance Folder". From there, create a folder called "patches". Save the JSON file linked below into that folder. You're done!

Instructions for installing Meddle are available for both MultiMC as well as the vanilla Minecraft launcher.

Meddle and all of its associated software is also open-source.

Through a combination of additional Meddle mods like DynamicMappings and MeddleAPI, mods can be created which are capable of adding more content than just tweaks, allowing for things like blocks and items to be added to the game.

Due to the nature of Meddle, you can use it as a basis for modding Minecraft servers, while still allowing vanilla clients to connect. In fact, several of the Meddle mods available here can be run on just a server!

It was originally designed as part of a Minecraft 1.8 mod development platform and API that I was developing, but when 1.9 snapshots began to be released, it was separated and modified because I wanted to apply some tweaks to 1.9 to make it more enjoyable.

Meddle is a cross-version mod loader for Minecraft. It's designed to load low-level tweak mods, it doesn't actually do anything to Minecraft itself. It's intentionally simple, reducing the need for users to reinstall it as often for updates, and increasing compatibility over a wide range of Minecraft versions.

NOTE: There's a vanilla bug which this mod inadvertently emphasizes, where normally only a mob's shadow drops into the block below them, where as this mod results in mobs appearing to drop half-way into the block. It only occurs in certain situations.

Ever noticed how mobs seem to float a bit too much in the air when hit? That's because starting with Minecraft 1.8 Mojang changed mob movement to be server-side only. This reverts that change so that the client responds to movement again as well, restoring the original feel and responsiveness.

Provides higher-level functionality into Minecraft so that more advanced mods can be used.

Removes the limitation on fire spread, making it more like back in Minecraft alpha/early beta. Burn down entire forests!

Does exactly as the preview says! No more baby zombies to ruin your day.

Note: This mod also has Forge versions, located on the Forge Mods tab.

Why would you possibly want to do that, you might ask? Well, a practical reason would be in testing a mod. But the more likely reason is for nostalgia, since this was the standard behavior in Minecraft 1.2.5 and earlier. There's a distinct difference in walking through a bunch of items and hearing the rapid item collection sound, as opposed to picking up a couple or so item stacks. Some people found the older method more rewarding when mining, which this brings back.

AllTheItems eliminates the vanilla behavior of combining items on the ground into item stacks.

Note: All mods listed here require both the Meddle mod launcher as well as the DynamicMappings mod to be installed.

Note: This mod is very much still a prototype, it could lose items!

Adds a backpack item with 27 slots. Craft it with leather around a chest. They can be renamed in an anvil. It's a simplified version of my Forge-based mod Just Backpacks.

Allows control over which blocks Endermen can pick up. A direct Meddle port of this mod .

Adds two config file options: to drop all blocks affected by an explosion, and to prevent item entities from being destroyed by explosions. Both are enabled by default. This mod can be run on just the server-side if you want.

Note: All mods listed here require the Meddle mod launcher, as well as the DynamicMappings and MeddleAPI mods to be installed.

AllTheItems Disables automatic item grouping, similar to Minecraft 1.3 and older.

AllTheItems is a simple coremod for Minecraft which eliminates the vanilla behavior of combining items on the ground into item stacks. Why would you possibly want to do that, you might ask? Well, a practical reason would be in testing a mod. But the more likely reason is for nostalgia, since this was the standard behavior in Minecraft 1.2.5 and earlier. There's a distinct difference in walking through a bunch of items and hearing the rapid item collection sound, as opposed to picking up a couple or so item stacks. Some people found the older method more rewarding when mining, which this brings back. As of v1.1, you can type /toggleitemgrouping into the console to toggle this behavior. Note: This mod also has a 1.9 snapshot port for the Meddle mod launcher. See the Meddle Mods tab. Downloads Minecraft 1.8 AllTheItems v1.1 primary backup 1 backup 2 Minecraft 1.7.10 AllTheItems v1.1 primary backup 1 backup 2 Minecraft 1.7.2 AllTheItems v1.0 primary backup 1 backup 2 Minecraft 1.6.4 AllTheItems v1.0 primary backup 1 backup 2 Minecraft 1.6.2 AllTheItems v1.0 primary backup 1 backup 2 Changelog v1.1 - January 26th, 2015 Ported to Minecraft 1.7.10 and 1.8

Added /toggleitemgrouping command v1.0 - February 18th, 2014 Ported to Minecraft 1.7.2 v1.0 - October 29th, 2013 Ported to Minecraft 1.6.4. v1.0 - August 29th, 2013 Initial release! v1.1 - January 26th, 2015v1.0 - February 18th, 2014v1.0 - October 29th, 2013v1.0 - August 29th, 2013

Endermanage Control which blocks Endermen can carry.

Endermanage allows you to control which blocks Endermen are allowed to pick up and carry. The config file allows three modes: pick up no blocks except the ones specified, pick up the default blocks as well as the ones specified, or pick up all blocks except for the ones specified. The default mode is to pick up no blocks except those specified, which by default essentially means Endermen will not pick up any blocks until the config is edited. In 1.6.4: Individual blocks and block ranges can be specified, including mod block IDs. In 1.7.10: Blocks are specified by their string IDs. This can be found in the debug info in F3, or somewhere like the Minecraft wiki. Please note that some blocks, especially mod blocks, could have unexpected results from being carried. They may simply not render, or could potentially even crash your game! Remember that you can set your game to peaceful to temporarily remove all Endermen if necessary. Note: This mod also has a 1.9 snapshot port for the Meddle mod launcher. See the MeddleAPI Mods tab. Downloads Minecraft 1.7.10 Endermanage v1.1 primary backup 1 backup 2 Minecraft 1.6.x Endermanage v1.0 primary backup 1 backup 2 Changelog v1.0 - August 25th, 2015 Ported to Meddle mod launcher v1.1 - January 19th, 2015 Ported to Minecraft 1.7.10 v1.0 - February 14th, 2014 Initial release! v1.0 - August 25th, 2015v1.1 - January 19th, 2015v1.0 - February 14th, 2014

FallingFix Fixes the graphical issue of falling blocks turning black in Minecraft 1.4.7.

FallingFix is a tiny Forge coremod designed solely to reduce graphical issues related to falling blocks in Minecraft 1.4.7, particularly them turning black when the fall begins and ends. The source of the problem is that the falling block entity is being rendered briefly before the regular block is removed from the world, and is still being rendered briefly when the fall is complete and after the block is placed into the world again. This results in the falling block entity obtaining a light level for that location in the world which is very dark, because a block occupies the space at those moments. This mod prevents the falling block entity from rendering when the in-world block exists. To install, simply place into your "coremods" folder. Downloads Minecraft 1.4.7 FallingFix v1.0 primary backup 1 Changelog v1.0 - April 15th, 2015 Initial release! v1.0 - April 15th, 2015

Flux Ducts Basic RF power conduits for Minecraft 1.8.

Flux Ducts adds a simple RF-compatible power conduit for use in Minecraft 1.8. The Redstone Flux API has not been officially updated to Minecraft 1.8. This mod was created primarily for use with Progressive Automation, which includes its own updated version of the API. This may or may not be compatible with other RF mods which may become available, but will be updated to the official API once that's released. RF-per-tick is configurable via the config file, as is the number of ducts per crafting recipe. By default this is 320 RF/t, and 5 ducts per recipe. This mod was developed based on the design provided by Gorstavich. If you were looking for RF conduits in 1.8, you should thank him for getting me to make it! Downloads Minecraft 1.8 Flux Ducts v1.0.2 primary secondary

primary secondary Flux Ducts v1.0.1 primary secondary Changelog v1.0.2 - April 10th, 2015 Flipped RF directions to fix mutual bug with Progressive Automation (fixed in v1.6.4 of that mod) v1.0.1 - March 11th, 2015 Reworked energy transfer v1.0 - March 10th, 2015 Initial version v1.0.2 - April 10th, 2015v1.0.1 - March 11th, 2015v1.0 - March 10th, 2015

Hopper Ducts Transport items around!

Infernal Sky Color Changes the sky and fog color.

This mod performs one basic function: to change the sky and fog color of the overworld or nether. For the overworld, it also removes the sun, moon, stars, and clouds. The command to do so is: /skycolor [dimensionID] [r] [g] [b] <delay> This color is saved to the loaded world, and transmitted to all connected players. The dimension ID of the nether is -1, the overworld is 0. The R, G, B values can accept floating-point values, so anywhere between 0.0 and 1.0 is probably what you'll want to use, though you can go higher for a more fog-encroaching effect. The delay is optional, and is the number of milliseconds for the transition to complete. The default is 5000 (5 seconds). To disable for a dimension, set any of the R, G, B values to be negative. This mod was designed for use in the Infernal Skies modpack but you're welcome to use it wherever else you see fit. Downloads Minecraft 1.7.10 Infernal Sky Color v0.8 primary

primary Infernal Sky Color v0.7 primary Changelog v0.8 - April 13th, 2015 Major reworking of internals, should improve mod compatibility

Fades sun and clouds during transition v0.7 - April 10th, 2015 Initial release! v0.8 - April 13th, 2015v0.7 - April 10th, 2015

Intermediary Run Minecraft 1.2.5 mods in 1.7.10!

Yes you read that right, Intermediary is a mod that bridges the gap between Minecraft 1.2.5 and 1.7.10. Or at least it tries to, because it's still at an experimental stage; many things are functional, but many other things aren't. This is not meant for stable gameplay environments. It's riddled with bugs and unimplemented features. Don't use it on a good save game. There's a very high chance you'll do something to crash the game, possibly so badly that you can't reload the save without removing Intermediary altogether. You'll probably be playing around with it in creative mode for now anyways, so just use a new world. Or better yet, use a completely seperate Minecraft instance. You'll probably want to have NEI installed (the regular 1.7.10 version), because not all blocks added will show up in the Intermediary creative menu at this time. If you want to follow development of the project, you could look on my Twitter account, where I tend to post too many images and animations of my progress!

Q. How do I use it? A. Drop the Intermediary mod JAR into your regular Forge mods folder. Run Minecraft once, and you should see a new folder appear in your Minecraft folder called "Intermediary". Inside there you'll find a new "mods" folder. This is where you put your 1.2.5 mods. Q. How does it work? A. Intermediary creates an abstraction layer for 1.2.5 mods which are attempting to access Minecraft, ModLoader, FML, and Forge. Mods believe they're running inside of 1.2.5. Many of the Java classes involved in this abstraction layer are simply empty dummy classes so that the mods will load. Others include behavior to translate actions between the two versions as accurately as possible, despite their sometimes significant differences. The only thing of Minecraft 1.7.10's that the 1.2.5 mods have direct access to is the OpenGL context. Q. Didn't mods have block and item ID conflicts back then? A. They sure did, and you get to enjoy that all over again! Mods will not have ID conflicts with 1.7.10 mods; they will however have conflicts with other 1.2.5 mods that you're trying to use. Most mod configs should end up inside of your "Intermediary" directory after you run them for the first time, so you'll be able to edit them from there to avoid any issues. Q. Mods were separate for client and server in 1.2.5. How does that work now that the client and server are integrated? A. Intermediary currently only uses 1.2.5 client mods. Functionality is transparently encapsulated and synchronized across the client and server, and works for things such as tile entities and containers. As far as the 1.2.5 mods are concerned, they're still running on a 1.2.5 client. This still results in synchronization issues with some things currently, however, such as item stacks, certain inventories, entity data, etc. Q. Can I run this on a server? A. Not currently, but this may be possible in the future. Q. What mods work? A. At this point, not many. And the ones which do work usually have a number of issues. Compatibility entirely comes down to me running a mod and then implementing the classes/fields/methods that a mod is trying to use. Click here to view a list of mods used during development and functionality achieved. Note: All are the client-side versions. RedPower 2 pr5b2 - Red alloy wiring works, tubes and related blocks work (for the most part), logic devices work, microblocks work (but have to be crafted since they're not available from the creative menu or NEI), Blulectric machines work, frames work (but with rendering glitches), computers work, worldgen, etc.

Equivalent Exchange 2 v1.4.6.5 - Most of the machines work, overall. Collectors, Relays, Condenser, DM Furnace, etc. A few of the items kind of work (such as the Vulcanite and Evertide Amulets, Destruction Catalyst, etc).

Buildcraft v2.2.14 - Engines mostly work, item pipes kind of work (item stack sync issues result in problems piping items into chests, and there are item rendering issues), tanks work for water and lava, fluid pipes work, the quarry will dig blogs but doesn't render the arm. Engines and power pipes will indeed explode if you let them!

IndustrialCraft 2 v1.97 - It loads, but the energy net is a bit flaky. Some machines will work. Worldgen works.

Iron Chests v3.3.1.21 - Works, for the most part. Chest lids get stuck. Item rendering in crystal chests might be screwy for some things, especially vanilla items.

Nether Ores v1.2.1 - It loads, you can place the blocks, that's it.

Thaumcraft v2.1.6d - It loads, some blocks can be placed and used, worldgen, portable hole works, not sure what else.

Forestry v1.4.8.7 (BC2 API version) - Farming machines work, engines work, worldgen, etc.

Thermal Expansion v1.0.4.2 (BC2 API version) - Machines work, GUIs work, compatible with BuildCraft, etc.

Portal Gun v2 and v3* - Faith plates and portal frames kind of work, portal guns sometimes work, it's buggy! (NOTE: Set seeThroughPortals=0 in its properties file in the mods directory)

More Creeps & Weirdos v2.62a** - It loads, that's all! Requires CustomMobSpawner (tested using v1.5.1).

Railcraft v5.3.3 - Coke oven works, water tank forms but doesn't collect, blast furnace won't lock into form, most blocks don't work, some items don't render but will when placed.

ComputerCraft v1.4 - Loads, that's it.

CameraCraft - Loads, but doesn't appear to work, items have broken rendering.

Balkon's Weapon Mod - Entities will render, knife and dynamite can be thrown but don't work well, most stuff is broken. Please note that there are currently major GUI bugs which affect all mods running in Intermediary. This affects the player inventory as well when you have an Intermediary-based GUI open. *PortalGun requires you to move everything from the inner "portalgun" folder into the root of the zip before it'll work, since it normally had weird installation instructions for the time, but can still work with Intermediary fortunately with this method. **More Creeps and Weirdos requires you to take the MoreCreepsAndWeirdos.zip archive out of the main zip and use that in your Intermediary mods folder. Don't worry about the resources, they won't work right now anyway. Downloads Build 008 - (primary) (backup) Build 007 - (primary) (backup) Build 006 - (primary) (backup) Build 005 - (primary) (backup) Build 004 - (primary) (backup) Build 003 - (primary) (backup) Build 002 - (primary) (backup) Build 001 - (primary) (backup) Changelog Build 008 - March 19th, 2015 Implemented workaround for crash from breaking some TC2 blocks due to Forge introducing incompatibility in 1.7.10 for breakBlock calls

Implemented some EntityFX support, particles in TC2 appear to work properly

Reworked item usage to improve client/server compatibility, resolves putting disks into RP2 disk drive

Fixed crash with TC2 when fetching ItemStack info

Improved tool support, RP2 and other mods with tools should work now

Implemented custom tool materials

TC2 tool special abilities somewhat working, though some actions only affect client side for some reason

Prevented TC2 GUI crash

Implemented TextureFX, various animated things render now, like RP2 frame motors, BC liquids, TC2 liquid vis, etc

Fixed bug in timing of client world ticks

Added a more universal system for dealing with static fields used in world ticks

Misc crash fixes View previous releases Portal guns work a tiny bit, but are still really glitchy

Reworked item/block/stack name localizations, most mods now show proper names

Fixed a crash with RP2 deployers that got introduced during build 006's development

Connected some chat messages, RP2 voltmeter prints to screen now

Added support for ICraftingHandler, RP2 saws now properly take damage when crafting microblocks

Added texture info for some vanilla blocks, makes various RP2 microblocks render properly

Added worldgen support

Added better biome conversion

Added better block color override support

Bridged various block harvesting functionality, things now take time to break, most have proper drops now

Limited lava detection during worldgen to 10%; prevents out of control RP2 volcanoes due to newer 1.7.10 worldgen

IC2 tree tap can be used on rubber trees

Thaumcraft 2 fixes, worldgen works, Goggles of Revealing work, Eldritch Monoliths can be opened, Arcane Singularity works, etc

Implemented random and scheduled block updates Build 006 - March 5th, 2015 Added synchronization of item stack NBT data

Destruction Catalyst in EE2 now destroys blocks

Fixed EntityItem bug that caused certain stacks to be empty and appear with only a shadow

Implemented a player inventory sync, Destruction Catalyst consumes glowstone now . (Reverted somehow, only sometimes works)

. (Reverted somehow, only sometimes works) Evertide Amulet can place water, Volcanite Amulet places lava

RP2 Deployer doesn't lose entire inventory after activation now

Implemented basic entity rendering, particularly for EntityLiving, but it's mostly broken

Found client/server separation-related bugs, then made GUIs work better than at any point so far

Volcanite and Evertide Amulet can launch projectiles (but they don't render yet)

Armor can be equipped, but it doesn't render yet and doesn't offer protection

Fixed client/server separation bug with EntityItem

Added more entity-related functionality, items are attracted by Black Hole Band on Dark Matter Pedestal in EE2

Fixed some issues with BuildCraft 3, things like assembly table will work (with bad laser rendering)

Fixed some Thaumcraft 2 crashes, Portable Hole now works

Implemented some support for mod load order priority

ComputerCraft and Balkon's Weapon Mod will load, most is broken

Fixed some entity rendering, cannon and training dummy in Balkon's Weapon Mod appear correctly

Entities can receive damage

Sychronized more entity stuff, dynamite and knife can be thrown in Balkon's Weapon Mod Build 005 - February 26th, 2015 Fixed ray casting bug, IC2 cables can be broken

Various little fixes to avoid some IC2 crashes

Fixed some timer issues, IC2 energy net now somewhat works

Replicated some TileEntityFurnace functionality, IC2 generators will burn coal properly, everything else uses generic amount

Fixed enough stuff to let Thaumcraft 2 start again

Improved ModelRenderer support, things like BC refinery and TC2 blocks look much better

"Fixed" render passes, RP2 lamps and TC2 blocks look far more correct

Made all unknown 1.7.10 blocks use a generic 1.2.5 block ID, avoids crashes in mods like RP2 which access the block array directly

Implemented hack workaround to prevent second render pass from vanishing after chunk sorting. Will fix properly later.

Portal Gun works (kind of)! Faith plates and portal frames, at least, not the gun due to entities.

Added entity watcher, synchronizes basic changes made to entities on 1.2.5 side into 1.7.10

Improved GUI rendering a bit, fixes PortalGun GUI issues

Fixed bug forcing you to relog after placing certain blocks before their GUIs would update, like BC engines

Got More Creeps & Weirdos to start, fixed some crash bugs, but it's far from working due to entities

Railcraft starts, coke oven cooks, water tank forms but doesn't seem to collect water, lots of broken stuff Build 004 - February 24th, 2015 Fixed class mapping, should let RedPower 2 Control start

Fixed bug preventing Forestry from starting

Fixed lots of things to allow various Forestry machines and engines to work

Rewrote item rendering to support Forestry layered items

Fixed rendering for certain vanilla render types

Rewrote a lot of the container code, some GUIs work better, some not as well (player inventory doesn't update while in GUI, BC engines require logging back into world once after placing)

Fixed stuff for RedPower2 deployer to work, but it swallows its inventory after one activation

Fixed block drops, BuildCraft quarry now spits out items, etc

Fixed item stack limits (with the unfortunate side effect that RP2 saws don't stack now but are still eaten after crafting for some reason) Build 003 - February 21st, 2015 Major GUI overhaul, still with a lot of bugs, but RP2 logic devices work more accurately, and sync with the server.

RP2 screwdriver syncs with server now

RP2 Blulectric power and machines work, including frames and the pump. Frames have buggy rendering during movement though.

RP2 Control computers work but not in release builds yet due to a mapping bug, sorry!

BuildCraft stirling engine works without crashing now

Thermal Expansion GUIs work, machines work, can be powered by BuildCraft engines and pipes, etc

Probably other stuff. Build 002 - February 19th, 2015 Fixed a bug I accidentally introduced shortly before release of #001, which broke BC pipe rendering and probably other things.

Thermal Expansion will now load!

Other internal things that will eventually make GUIs work better. Build 001 - February 17th, 2015 Initial release! Build 007 - March 12th, 2015Build 006 - March 5th, 2015Build 005 - February 26th, 2015Build 004 - February 24th, 2015Build 003 - February 21st, 2015Build 002 - February 19th, 2015Build 001 - February 17th, 2015 Build 008 - March 19th, 2015

Just Backpacks Adds tiered backpacks that can be renamed and dyed.

Just Backpacks adds four tiers of backpacks to help you on your journey. They can be named using an anvil, and colored with dye the same as with leather armor (and removed via a cauldron of water). Backpacks must be worn on your chest inventory slot, and can then be accessed via the shortcut key (default is 'B', configurable in the game options). Tier 1 Backpack:



Has 9 inventory slots. Tier 2 Backpack:



Crafted with a tier 1 backpack. Has 18 inventory slots. Tier 3 Backpack:



Crafted with a tier 2 backpack. Has 27 inventory slots. Ender Backpack:



Crafted with a tier 3 backpack. Provides mobile access to your ender chest inventory. Please Note: If your tier 3 backpack contains items, you must empty it first before attempting to craft the ender tier. Concept by Gorstavich, developed by FyberOptic. Downloads Minecraft 1.8 Just Backpacks v1.0 primary backup 1 Changelog v1.1 - July 23rd, 2015 Initial release! v1.1 - July 23rd, 2015

Lattice Mod Adds lattice blocks that allows for a variety of decorative uses.

Ever wondered why Minecraft never included any kind of lattice blocks to walk on? So have I! This simple mod has got you covered. The lattice blocks are basic crossed segments of wood which are capable of interconnecting vertically with fence posts, as well as other configurable blocks, to achieve a wide variety of visual effects. They come in both the standard wood and nether brick forms. The Minecraft 1.8 versions can do all of the variations of wood as well: The recipes are basically the standard fence recipes turned on their side:

For Minecraft 1.7.10:

For Minecraft 1.8:

For Nether Brick Lattice (both versions): The config file allows modification of which specific blocks the lattice will connect with vertically, with the default including things like fences, torches, skulls, pressure plates, etc. From here you can also disable the default functionality of lattices interconnecting with one another, as well as enable them to automatically connect with any solid block above or below. Downloads Minecraft 1.8 Lattice Mod v1.1 primary backup 1 backup 2 Minecraft 1.7.10 Lattice Mod v1.0 primary backup 1 backup 2 Changelog v1.1 - May 27th, 2015 Ported to 1.8

Added support for all wood types

Changed recipes to be similar to 1.8 fence

Moved connectable block list parsing to post-initialization to better handle mod blocks v1.0 - April 3rd, 2015 Initial release! v1.1 - May 27th, 2015v1.0 - April 3rd, 2015

Model Citizens Create fully poseable models of other players, each with their own inventory.

Model Citizens allows you to place player or skeleton character models into the world which can be fully posed, wear armor, hold items, and have a complete inventory that players can loot. You can use your own custom textures, or use the standard player textures uploaded to Mojang. It was intended for custom maps where you want players to find items and lore on fallen heroes, but you can use it for pretty much anything! Models can be spawned by using a Model Placer item, craftable using the recipe: Crafting of the Model Placer can be disabled in the config if desired. Using a newly crafted Model Placer produces a Steve model by default, facing your orientation. Right-clicking a model provides you access to its inventory. At the top left are standard armor slots, which will render on the model. The top right area will display the model's name. Below is a standard player inventory arrangement, with the bottom-left slot having a hand icon. Any object you place in this slot will render in the model's hand. There's a config option available if you wish to disable the player's ability to place items back into the inventory in survival mode. When invulnerability config option is disabled, models are weak against shovels, but are still invulnerable to explosion damage. This prevents accidental removal of important models (and their inventories) from your maps. When broken, the model drops its full inventory and optionally a Model Placer item (enabled by default). The item will retain its information and can be placed again in the world, with only its orientation changing when placed. When in creative mode, using middle-click to pick the block will similarly duplicate a model, as well as its entire inventory. This allows you to quickly place many similar copies in the world. To pose and customize a model, shift-right click its base with an empty hand while in creative mode to get its configuration GUI (can be disabled for players in survival mode via the config). There are several pages of settings. The initial page allows you to specify the model type (either standard or skeleton), and to enter a username to use for the texture. The other pages allow you to set the model's orientation. Using the mouse wheel in the configuration GUI will either flip through the pages or finely tune a slider control depending on what you're hovering over. Holding shift while doing this will adjust a slider even more precisely. Right-clicking in the configuration GUI will toggle the controls up and down, allowing you to move it out of the way while posing it. Both the position and the page will be remembered if you exit the GUI, making it easy to pick up where you left off if you have to move your character for a better view while posing. If you wish to use a different display name than the texture name, or want to use a default Steve or skeleton texture along with a custom name, then the exclamation mark can be used as a separator. Texture name goes first, then display name. Leave the texture name blank to use the default Steve or skeleton ones. Model textures are searched for locally first, from within the config/modelcitizens folder. If not found there it will pull the standard model for that player from Mojang's servers. Your custom textures should be in PNG format, and the filenames all lowercase. Downloads Minecraft 1.7.10 Model Citizens v1.0.1 primary backup 1

primary backup 1 Model Citizens v1.0 primary backup 1

primary backup 1 Model Citizens v0.9.2 primary backup 2 backup 2 Changelog v1.0.1 - Sunday June 14th, 2015 Added config option to allow access to configuration GUI from survival mode (default true)

Added config option and recipe to allow crafting of Model Placer (default true)

Added config option to allow players to place items into model's inventory in survival (default true)

Changed dropModel to true by default v1.0 - Friday May 29th, 2015 Added ability to scale models

Mouse wheel now scrolls through model configuration GUI pages

Mouse wheel finely tunes sliders, even more precise if shift is held Older Versions Increased render bounding box to pass frustum check v0.9.1 - Sunday May 24th, 2015 Fixed crash in model configuration GUI v0.9 - Sunday May 24th, 2015 Added config options for invulnerability and model item drops

Changed name field to allow ! to separate texture and displayed name

Got rid of lava block breaking texture

Fixed name not being saved if GUI closed too quickly after changing v0.8.1 - Sunday May 24th, 2015 Fixed skeleton model not being posable anymore

Changed custom texture location to config folder v0.8 - Sunday May 24th, 2015 Fixed face culling for skeleton

Fixed server-side crash on startup

Models can be broken (vulnerable to shovel), still explosion-proof

Models drop their items and a copy of themselves in survival mode

Middle-click block select in creative mode duplicates model and inventory

Added ability to add custom model textures into JAR v0.7 - Saturday May 23rd, 2015 Initial release! v0.9.2 - Monday May 25th, 2015v0.9.1 - Sunday May 24th, 2015v0.9 - Sunday May 24th, 2015v0.8.1 - Sunday May 24th, 2015v0.8 - Sunday May 24th, 2015v0.7 - Saturday May 23rd, 2015 v1.0.1 - Sunday June 14th, 2015v1.0 - Friday May 29th, 2015

PhysicsFix Makes Minecraft 1.8 mob physics behave more like 1.7.10 and earlier.

Ever noticed how mobs seem to float a bit too much in the air when hit? That's because starting with Minecraft 1.8 Mojang changed mob movement to be server-side only. This reverts that change so that the client responds to movement again as well, restoring the original feel and responsiveness. NOTE: There's a vanilla bug which this mod inadvertently emphasizes, where normally only a mob's shadow drops into the block below them, where as this mod results in mobs appearing to drop half-way into the block. It only occurs in certain situations. Downloads Minecraft 1.8 PhysicsFix v1.1 download Changelog v1.1 - June 27th, 2015 Minor ASM tweak v1.0 - June 26th, 2015 Initial release! v1.1 - June 27th, 2015v1.0 - June 26th, 2015

Poultrygeist Chickens don't like to be hit. Don't hit the chickens.

This was a requested mod that performs a simple function: hitting chickens with a sword enough times makes them angry, spawning in several of their friends to chase you down and attack you. If this behavior sounds familiar to you, it's because this same thing happens in The Legend of Zelda series. The "Angry Chicken" entity can also be created via a spawn egg if you're making a custom map or something. Downloads Minecraft 1.7.10 Poultrygeist v1.0.1 download

download Poultrygeist v1.0 download Changelog v1.0.1 - May 2nd, 2015 Tweaked behavior v1.0 - April 28th, 2015 Initial release! v1.0.1 - May 2nd, 2015v1.0 - April 28th, 2015

Redstone Paste Redstone, the way it ought to be!

Simple Refinement Smelt your iron into refined iron, giving a buff to tools and armor crafted with them.