RTLite

# 前言

有件事情想跟大家宣布 🎉 ,關於我們的核心業務之一:「模組翻譯 🌐」,過去我們花了過多時間在移植用於自動更新翻譯的模組到各版本上,導致無法專注在新功能研發與發布更穩定的作品,也增加玩家需要安裝過多前置模組,甚至經常遇到崩潰、影響其他模組等不穩定的因素,對玩家造成許多困擾,對此,我先向大家致歉 🙏 。

# RTLite Alpha 版公開測試 🪧

因此,我們決定從頭開始研發,推出一款專門用於自動更新/載入翻譯包的模組,即為「RTLite」,只要一個檔案**無論在哪裡都可以運作**。
今天我們開始第一次的 RTLite Alpha 版本公開測試,歡迎大家協助我們測試,並在 [RPMTW#RTLite Alpha 公開測試](https://discord.com/channels/815819580840607807/1204317005973561364) 回報測試結果給我們 💦 ,我們也會給予您對應的測試身分組,直到測試穩定後,我們就會發布 RTLite 的正式版本。

## ✨ **與舊版的差異**

– **無需**安裝任何前置模組
– 支援所有**主流模組載入器**(Forge、NeoForge、Fabric、Quilt、LiteLoader)
– 同時支援 **1.12** 與 **1.16** 以上的所有 Minecraft 版本

## 🪄 **我們的下一步**

在完成 RTLite 正式版發布後,除了重塑品牌與社群外,我們會開始專注研發提升 Minecraft 玩家體驗的各種工具,目前我們正在著手研發的有 Era Connect 與 RTranslator,在附圖也會展示一些目前的設計與成果,僅供參考,也歡迎您與我們進一步討論你的想法 ✨ 。

## ❓ **常見問題**

– **Q: 公開測試的目的為何?**
> 為了在推出正式版時能夠保證最佳的使用體驗,我們需要在開發過程中收集各位玩家的回饋,有你的建議將能夠讓 RTLite 在推出正式版時就有最佳的體驗。

– **Q: 原本的 RPMTW Platform Mod 會面臨什麼樣的命運?**
> 不需要擔心 RPMTW Platform Mod 原本附加的功能(像是宇宙通訊)會完全消失,我們規劃將這些功能整合到正在開發的 Minecraft 啟動器中,並且將會支援主流與目前 Minecraft 最新的正式版本,而 RTLite 將會是最佳相容性的選擇。

立即下載 **RTLite** 模組並參與測試!有任何問題請回報至 [RPMTW#RTLite Alpha 公開測試](https://discord.com/channels/815819580840607807/1204317005973561364)
你對於 RPMTW 社群有任何期望嗎?或者有什麼想法?歡迎您與我們一起討論,不用吝嗇:[https://discord.gg/5xApZtgV2u](https://discord.gg/5xApZtgV2u)

Omnilook

# Omnilook

_A simple freelook/perspective mod for Minecraft._

Omnilook implements a small utility function for your player camera, which lets you rotate which way the third-person camera faces independent of your player’s head movement. This lets you take fancy cinematic shots or aim your cursor in a specific direction while not having to be locked to looking in that direction too!

## Version Support
Omnilook will support pretty much any and every mod loader and version of Minecraft you can think of. The table for this is kind of big, so please see [the GitHub readme](https://github.com/rhysdh540/Omnilook#version-support) for the full thing.

## Why Omnilook?
Omnilook is not the first mod to do this. Here’s why you should try it out:
– **It’s lightweight.** Unlike other mods, Omnilook is small and lightweight in about every way possible. It depends on other mods minimally, doesn’t interrupt your game in the slightest, and the mod jar weighs in at far under 100 kilobytes.
– **It’s compatible.** Omnilook will *just work* anywhere you put it. It uses as few injections as possible to get the job done, and often uses mod loaders’ events and APIs to make sure it functions well with other mods.
– …that’s about it for now.

## Configuration
Omnilook at its core is a pretty simple mod, so there aren’t too many configuration options right now. Besides the activation key binding (by default bound to the grave key, `), the one other option to configure is if pressing it toggles the effect, or if holding it keeps it activated.

## Issues?
See me on [GitHub](https://github.com/rhysdh540/Omnilook/issues). I’d love to help!

Mods Type Checker

# ModsChecker

CLI tool to audit Minecraft mods and flag client-only mods. It scans a `mods` folder, calculates hashes, and queries Modrinth and CurseForge to classify mods.

## Features
– Modrinth lookup by SHA1.
– CurseForge lookup by fingerprint (batch request).
– Metadata detection from `fabric.mod.json`, `META-INF/mods.toml`, `mcmod.info`.
– Client-only classification + heuristics.
– Console summary and optional JSON report.
– English/Russian output.

## Requirements
– Runtime: Java 8 to 25.
– Build: JDK 17+ (Gradle 8.x requirement).

## Build
“`bash
./gradlew build
“`
Resulting fat-jar:
“`
build/libs/modschecker-1.0.0.jar
“`

## Run
“`bash
java -jar modschecker-1.0.0.jar
“`

## Example output
![Example output](https://cdn.modrinth.com/data/cached_images/f2e0211e7bde13aa39ef8b0e5eb706b6e347c055.png)

## Configuration file
On first run, a `modschecker.properties` file is created next to the jar (or in the working directory).

Example:
“`properties
modsDir=./mods
curseforgeApiKey=
gameId=432
verbose=false
jsonOutput=
language=ru
pauseOnExit=true
“`

## CLI options
– `–modsDir `: Mods folder (default `./mods` next to the jar or cwd).
– `–curseforgeApiKey `: API key (or env `CURSEFORGE_API_KEY`).
– `–gameId `: Default `432` (Minecraft).
– `–jsonOutput `: Save JSON report.
– `–verbose`: Print extra diagnostics.
– `–language `: `ru` or `en`.
– `–pause`: Wait for Enter before exit (default on Windows).
– `–noPause`: Do not wait for Enter.

## Classification rules
A mod is considered client-only if:
– Modrinth `client_side=required` and `server_side=unsupported` (client required), or
– Modrinth `client_side=required` and `server_side=optional` (client preferred).

If Modrinth data is not available, a heuristic is used based on keywords in mod names.

## Notes
– CurseForge is used for identification only (no explicit client/server flags).
– No infinite retries or loops; HTTP timeouts are used.

Mine Little Pony

![](https://i.imgur.com/e9p87bv.png)

_Ponify your Minecraft experience!_

Originally created in 2011 by Verdana, Mine Little Pony is the *original* pony mod that turns players and mobs into adorable cartoon equines.

Got any questions? Come join our [Discord server](https://discord.gg/HbJSFyu)!

For more options and a better experience, you’re recommended to also use [HDSkins](https://modrinth.com/mod/hd-skins) and [Big Pony](https://modrinth.com/mod/big-pony)

Litematica

## Description

Litematica is a modern schematic mod primarily targeting light mod loaders like LiteLoader on MC 1.12.x, Rift on MC 1.13.x and Fabric on MC 1.14+.

There is also a Forge version, but currently only for MC 1.12.2. For later MC versions there are currently only third party ports such as [Forgematica](https://modrinth.com/mod/forgematica).

Litematica has all the main features (plus a bunch more) of the old [Schematica](https://legacy.curseforge.com/minecraft/mc-mods/schematica) mod, except for the printer, which is not planned for Litematica itself, but instead is left to extension mods (see: [aria1th printer](https://modrinth.com/mod/litematica-printer-easyplace-extension) or [the other printer](https://modrinth.com/mod/litematica-printer)).

## Compatibility with shaders

**Litematica’s rendering doesn’t currently work properly with shaders (even with Iris) in 1.21.3+. So when you need to use Litematica (schematic rendering), disable shaders.**

In older MC versions the rendering works better with shaders, at least with Iris, but also depending on the shader pack. Some shader packs break the rendering pretty badly, but some used to work pretty nicely. Optifine in general is/was a lot more problematic, pretty much you can’t use shaders at all with Optifine if you use Litematica. The general recommendation is to use Sodium (and Iris) instead of Optifine.

## Hotkeys

The default hotkey to open the Litematica main menu is `M`.

Note: If you use a non-QWERTY keyboard layout, then the keys may be different, such as `M` becoming `,` on AZERTY.

Other common default hotkeys:

– `M + C` – The direct hotkey to open the **c**onfig menu
– `M + R` – Toggle ON/OFF ALL **r**endering from Litematica
– `M + G` – Toggle ON/OFF just schematic rendering (“**g**host blocks” – all HUDs for example will still render)
– `M + T` – Toggle ON/OFF the “**t**ool item” (which is by default a stick) functionality
– `M + P` – Directly open the Schematic **P**lacements menu/list
– `M + V` – Open the Schematic **V**erifier menu
– `Numpad minus` – Open the placement configuration menu for the currently selected placement
– `Numpad multiply` – Open the Area Editor menu
– `Page Up/Down` – Change the selected layer in the render layers settings
– `M + Page Up/Down` – Change the render layers mode
– `Ctrl + scroll` (holding the tool) – Cycle the “tool mode” (there is also a button for this in the lower left corner of the main menu)
– `Alt + scroll` (holding the tool) – Nudge/move the selected placement or area selection box or corner (depending on the tool mode) in the direction the player is looking at
– `Ctrl + M` – Toggle or cycle the “sub-mode” or main setting of some of the “tool modes”, such as `pasteReplaceBehavior` in Paste mode, the `Corners` vs. `Expand` behavior in Area Selection mode, or the `Area` vs. `Placement` behavior of the Delete mode

## Warning for multiplayer

The Easy Place mode feature may get you banned on some servers!

The Easy Place feature will always be clicking on the target position’s air block, and this can easily be detected by anti-cheat systems. So this can result in at least two things: The block placement will just be rejected and you just get client-side ghost blocks, or some anti-cheat system flags that as cheating and auto-bans you from the server. So before using Easy Place, find out of it’s allowed on the server!

## If you have Optifine…

In general I don’t recommend using Optifine (with Litematica, or otherwise) due to the various rendering issues it causes. Instead I would recommend using Sodium and/or Iris if you want shaders.

If you have Optifine installed, then there are some options that you most likely will need to disable in Optifine, or otherwise it will break the schematic rendering:

– If you get glitchy weird triangles, then in 1.16+ first try updating to the latest Litematica version. If that doesn’t work, then set shaders to `OFF` (**not** `Internal`) and restart the game.
– `Render Regions` probably needs to be disabled to prevent weird rendering issues (the schematic partially rendering in weird places)
– `Fast Render` might also need to be disabled if there are still some weird HUD/GUI rendering issues

## Documentation

There is a [wiki](https://github.com/maruohon/litematica/wiki). The wiki is still being worked on, and it will probably have a new address at some point (or rather there will be a new wiki in a new location with a lot more coverage).

### Other/older documentation and explanations, some FAQ answers

Here is a Reddit post that explains the very basics of the mod:
– https://old.reddit.com/r/Minecraft/comments/cqdmkk/anyone_can_help_me_how_do_i_make_schematics_with/exeug78/

Litematica – Easy Place support on servers
– https://old.reddit.com/r/litematica/comments/1c7j79l/easy_place_on_server/l0hzmkt/

Misc explanations on Reddit or my Discord server

Schematic format conversions:
– https://old.reddit.com/r/Minecraft/comments/oabwea/schem_files_work_in_litematica_but_schematic/h3ju3sy/

Litematica Normal selection mode with sub-regions:
– https://old.reddit.com/r/feedthebeast/comments/r9n9mi/litematicas_addselectionbox_keybind_wont_work/
– https://old.reddit.com/r/feedthebeast/comments/r9n9mi/litematicas_addselectionbox_keybind_wont_work/hnpe9yg/

Litematica – hiding an area selection:
– https://github.com/maruohon/litematica/discussions/755#discussioncomment-6772682
– https://old.reddit.com/r/fabricmc/comments/yw9r5y/litematica_1192_issues/ixr7l5h/

Litematica – can’t create new selection sub-regions (in Simple mode):
– https://www.curseforge.com/minecraft/mc-mods/litematica?comment=2694

Litematica – Normal/Multi-Region area selection tutorial:
– https://github.com/maruohon/litematica/issues/716#issuecomment-1596121219

Litematica – Easy Place on a server with FabricCarpet but no CarpetExtra:
– https://discord.com/channels/169369095538606080/566649314001158165/1235158483792433214
– https://discord.com/channels/169369095538606080/566649314001158165/1221223833889935420

Litematica – easy/fast selections tutorial:
– https://discord.com/channels/169369095538606080/566649314001158165/1187372903377936435

Litematica – schematic formats:
– https://discord.com/channels/169369095538606080/183172448919748608/1180841121845354516
– https://discord.com/channels/169369095538606080/566649314001158165/1176569283271213098
– https://discord.com/channels/169369095538606080/566649314001158165/1097540707931127938
– https://discord.com/channels/169369095538606080/169369095538606080/1081089742944337941
– https://discord.com/channels/169369095538606080/566649314001158165/1097564948999184394
– https://github.com/maruohon/litematica/issues/812#issuecomment-1924300257

Litematica – saving and pasting with block entity data:
– https://discord.com/channels/169369095538606080/566649314001158165/1193304174838960200

Litematica – Material Lists variants:
– https://www.reddit.com/r/litematica/comments/15yz2bo/material_list_not_showing_up/jxfiwvh/

Litematica – Manual Origin issue:
– https://github.com/maruohon/litematica/issues/751#issuecomment-1671611897

Litematica – placing stairs correctly:
– https://github.com/maruohon/litematica/issues/797#issuecomment-1848386879

Litematica – performance tips with large schematics:
– https://discord.com/channels/169369095538606080/566649314001158165/1186744945399320647

Litematica – large schematics, bad performance or crashes, what to do:
– https://discord.com/channels/169369095538606080/566649314001158165/1122755969651318894

Litematica – how to only show one block type at a time:
– https://discord.com/channels/169369095538606080/566649314001158165/1133702185121755258

Litematica not working/keys not working:
– https://discord.com/channels/169369095538606080/566649314001158165/1196124302634922075

Litematica “only render one block”:
– https://discord.com/channels/169369095538606080/566649314001158165/1061881509579075684

Litematica – finding the schematics directory/game directory:
– https://old.reddit.com/r/litematica/comments/1co6vh4/downloading_schematics_on_different_versions_of/l3c21l9/
– https://old.reddit.com/r/litematica/comments/13es48n/how_to_import_schematics_on_mac/kb8bu5d/

Litematica – using sub-regions:
– https://github.com/maruohon/litematica/discussions/647

Litematica – pasting redstone on servers:
– https://discord.com/channels/169369095538606080/566649314001158165/1063578995347685446
– https://legacy.curseforge.com/minecraft/mc-mods/litematica?comment=2838
– https://discord.com/channels/169369095538606080/566649314001158165/1227276878830764183

Litematica – pasting inventory contents on servers, feat. Litemoretica:
– https://old.reddit.com/r/litematica/comments/1cg186f/items_wont_transfer/

Litematica – paste task not running + somewhat comprehensive mspt and profiling quick howto:
– https://github.com/maruohon/litematica/issues/656

Litematica – schematic placement explained:
– https://github.com/maruohon/litematica/issues/703#issuecomment-1553132401

Litematica – material list:
– https://discord.com/channels/169369095538606080/566649314001158165/1071408321417973780

Litematica – performance tips with large schematics:
– https://discord.com/channels/169369095538606080/566649314001158165/1198321606536200324

Litematica – no schematics directory in the .minecraft directory:
– https://www.reddit.com/r/fabricmc/comments/jn8u5d/how_do_i_add_a_schematic_for_litematic_to_load/jhk6941/

Litematica “not working” (not in Controls) -> F3, malilib keys, Mod Menu:
– https://discord.com/channels/169369095538606080/169369095538606080/1197972330958295110

World Edit pasting:
– https://old.reddit.com/r/technicalminecraft/comments/j9ipu1/how_can_i_load_a_schem_file_that_i_downloaded/g8k49xj/

MacOS how to go up one directory:
– https://discord.com/channels/169369095538606080/1135325334565298237/1186539038572822618

## Youtube tutorials

Here are some of the better Youtube tutorial videos I’ve come across.

Youtube tutorials

KH Thirst Bar

### Advanced Thirst & Temperature System
This comprehensive datapack adds realistic thirst and temperature mechanics to Minecraft that you control, creating an immersive survival experience with dynamic environmental effects.
### Compatibility
– This is compatable with vanilla and ALL loaders(Forge, Fabric, etc.)
– Server side only(People do not need to download anything)
– Works with Geyser
– Works on single/multiplayer worlds
– Uses all vanilla mechanics
### Resource Pack Added! (Optional)
– Lowers thirst bar closer and right above armor and bubbles
#### Must Toggle on/off using commands(By default it will not be enabled)
– /trigger kht_display_toggle set (1 or 2) (Changes @s)
– /trigger kht_master_display set (1 or 2) (Changes @a)(kht_dmin tag needed)
– 1 = Resource Pack
– 2 = Vanilla
– /tag add kht_admin (sets admin for thirst pack)
– If you set it with master_display then it will also save it that way until individuals change it with the kht_display_toggle. So it would require everyone to have the resource pack or toggle it back to default. If you just want it to be for you then just use kht_display_toggle. The setup/installation will be at the bottom of this text document.
## Core Features
### New Items
– Dirty Water – obtain by filling a glass bottle from any water source.
– Water is now needed to be boiled from the furnace.
### Thirst System:
– 20-bar thirst meter that depletes over time
– Takes 53minutes to deplete
– Water bottles restore 7 thirst bars
– Melon slice restores 1 thirst bar
– Dehydration causes hunger, slowness, mining fatigue, and damage
### Dynamic Temperature System:
– Real-time temperature gauge with 7 levels (Freezing to Molten)
– All biomes have realistic temperatures
– Day/night cycles affect temperature (except Nether, End, Deep Dark)
– Desert biomes cool significantly at night (-4 temperature)
## New Advanced Features
### Elevation Effects (Difficulty 5 only):
#### Elevation 0 – Deep Underground (Y -64 to -1):
– Temperature effects: -2 degrees from base temperature
– Stable underground environment, protected from weather
#### Elevation 1 – Sea Level (Y 0 to 39):
– Temperature effects: -1 degree from base temperature
– Standard coastal and low-altitude areas
#### Elevation 2 – Hills & Plateaus (Y 40 to 99):
– Temperature effects: No change (baseline)
– Moderate altitude regions
#### Elevation 3 – Mountains (Y 100 to 149):
– Temperature effects: -1 degree from base temperature
– Higher altitude cooling effects begin
#### Elevation 4 – High Peaks (Y 150+):
– Temperature effects: -2 degrees from base temperature
– Extreme altitude with significant cooling and faster dehydration

– The higher you climb, the colder it gets and the faster you dehydrate due to thin air. This system encourages players to consider altitude when building bases and planning expeditions.
### Environmental Interactions:
– Shade detection blocks sun’s heating effects
– Water contact cools you down
– Weather affects temperature (rain cools, clear skies heat)
– Underground or in sheltor gets rid of sun/weather effects
Food Temperature System:
– Hot foods (cooked meals, stews) warm you up (5-level scale)
– Cold foods (melon, milk) cool you down
– Effects last 5 minutes and stack up to maximum levels
– Temperature effects reset when timer expires
### Dynamic Weather:
– Random weather events (rain/thunderstorms)
– 1% chance every 50 seconds for weather change
– Weather lasts 6 minutes before clearing
– Weather affects both temperature and shade
### Difficulty Levels (Default = 5)
– Level 1 – Easy: No temperature effects, 50% slower thirst loss
– Level 2 – Casual: No temperature effects, normal thirst rate
– Level 3 – Normal: Hot temperatures (5-7) affect thirst rate
– Level 4 – Hard: Light hunger effects from extreme cold (1-2), temperature affects thirst
– Level 5 – Extreme: Full hunger effects from cold (1-3), elevation system active, all temperature effects
### Biome Temperature Classifications
– Temperature 7 – MOLTEN (Dark Red): All Nether biomes
– Temperature 6 – HOT (Red): Desert, Badlands variants
– Temperature 5 – WARM (Orange): Jungle, Swamp, Savanna variants
– Temperature 4 – NORMAL (Grey): Plains, Forest, Ocean variants
– Temperature 3 – CHILLY (Light Blue): Taiga, Cold Ocean variants
– Temperature 2 – COLD (Blue): Snowy biomes, Mountain peaks
– Temperature 1 – FREEZING (Dark Blue): Frozen Ocean, End, Deep Dark
### Commands
– /trigger kht_difficulty set <1-5> – Change difficulty (OPs only)
– /trigger thirst_help – Display help information
– /reload – Reload datapack after installation
### Datapack Installation
– Download and place in world/datapacks/ folder
– Unzip the file
– Run /reload in-game
– Server-side only – no client mods required
### Resource Pack Installation
– In your minecraft main menu go to options/resouce packs/open pack folder
– Drop zip file there and unzip
– Remove zip folder
– Go back to options/resouce packs and slide the khthirst bar to selected packs
– Hit done start game and if needed you can refresh your resource packs using F3+T
– Make sure you have the khthirstbar.datapack installed (version 1.4 or later)
### Technical Details
– Real-time shade detection (checks 30 blocks above player)
– Biome-specific day/night temperature cycles
– Food effects with visual feedback
– Elevation system with 5 altitude zones
– Weather prediction and control system
– Complete advancement system for food consumption

This datapack transforms Minecraft’s survival experience by making environmental awareness crucial for long-term survival.

Item Scroller

## Description

A client-side mod that adds several more convenient ways of moving items inside inventory screens. This is done by scrolling the mouse wheel over item slots (optionally while holding some modifier keys) or by holding down modifier keys and then left- or right-click dragging over the slots.

There are also special features for faster villager trading and crafting.

Available for Ornithe (1.12.2 [and more versions at some point]), LiteLoader (1.12.x), Rift (1.13.2), Fabric (1.14+) and Forge (1.8 – 1.14.4).

More background and details…

The mod has a few configurable modifier keys (depending on the mod/MC version, in modern versions by default `Shift`, `Ctrl` and `Alt`) to move entire stacks, all matching items, or all items at once. It also has special handling for Villagers to ease the annoying clicking around while trading. As of version `0.11.0`, it also has special crafting inventory handling (with a 18-slot internal “recipe memory”).

The basic item scrolling feature is similar to what NEI (and some other mods) also did/do. But I wanted more control and more ways to move items, so I made this mod to have all those modes that I find useful, in one distinct, client-side mod (so it also works on vanilla servers all the same).

There are config options to individually enable or disable more or less any of the modes. There are also options to reverse the scroll directions, or to change what for example “scrolling up” means. All the configs are accessible via the in-game config menu.

Note: All recent Item Scroller versions (starting from version 0.13.0) require the malilib library mod:

https://modrinth.com/mod/malilib

## Key combinations

Some of the default hotkeys

– `I + C` – In the modern (Rift, Fabric, LiteLoader, Ornithe) versions, the default hotkey to open the in-game config screen is `I + C`
– `Mouse wheel scroll` alone: Move one item at a time from or to the slot hovered over
– `Shift + scroll`: Move matching, entire stacks one by one. The stack hovered over is moved last.
– `Ctrl + scroll`: Move all matching stacks to or from the other inventory.
– `Alt + click`: Move all matching stacks to or from the other inventory. (Same as `Ctrl + scroll`.)
– `Ctrl + Shift + scroll`: Move everything to or from the other inventory
– `Alt + Shift + click`: Move everything to or from the other inventory. (Same as `Control + Shift + scroll`.)
– `Shift + left click and hold + drag`: Move all the stacks that are dragged over
– `Shift + right click and hold + drag`: Move all but the last item from all the stacks that are dragged over
– `Ctrl + left or right click and hold + drag`: Move only one item from all the stacks that are dragged over.
– `Shift + click` on an empty slot with items in the cursor: Move all matching items to that inventory
– `Shift + click` outside the inventory with items in the cursor: Drop all matching items from the entire inventory
– `Ctrl + Drop key + left or right click and hold + drag`: Drop one item from all dragged-over slots
– `Shift + Drop key + right click and hold + drag`: Drop all but one item from all dragged-over slots
– `Shift + Drop key + left click and hold + drag`: Drop all items from all the dragged-over slots
– `W/S + Shift/Control + click (and drag)`: Move items up (W) or down (S) in the inventory

Note: Before version 0.6.1, the Shift + right click and hold + drag functionality required one empty slot in the source inventory for an intermediate click action.

## Villager GUIs

Villager screen special features

Villager GUI has special handling (if enabled in the configs). It is only used when you hover over the output slot.

– `Hold shift and scroll down`: Fill the recipe/trade input slots
– `Hold shift and scroll up`: Move the output items to the player inventory as usual
– When the output slot is empty: hold `Shift and scroll up` to move the input items to the player inventory

So basically you can just hold shift and scroll down/up repeatedly to trade items fast & easy.

In the 1.12.2 and 1.16.5+ versions you can right click the trade buttons to fully trade that one trade. You can also `middle click` or `Shift + middle click` to mark trades as favorites or “global favorites” (= not per individual villager), which moves those trades to the top of the list, and it also allows you to use the hotkey to trade all favorites at once. If a given villager has any non-global favorites, then that takes precedence and the global favorites are not used for that villager (until the per-villager favorites are all unmarked).

## Crafting features

About the crafting features

There are some (quick) crafting helpers features. Most notably the `massCraft` and `craftEverything` hotkeys.

For any of these to work, you need to store a crafting recipe to Item Scroller’s own “recipe storage”. By default you open the recipe view by holding `A` inside an inventory screen. You add recipes by holding open the recipe view with `A`, and then middle clicking on the output item on a crafting grid. You can clear a stored recipe by middle clicking on an empty crafting output slot.

Note that the crafting system needs the crafting inventory and slots to be added to the config, so by default it only works for the vanilla player crafting and crafting table inventories.

Note that the `massCraft` feature is pretty laggy and unreliable due to the massive amount of continuous slot clicks it does, and when the server to client syncs happen in the middle of the slot click cpam, that can lead to outdated inventory state on the client, which basically means that mass craft can craft the wrong items (partial recipes).

So in general I would recommend avoiding the `massCraft` feature unless you absolutely need to use it. And if you do, then you would probably want to use Andrews’ “item scroller craft fix” fork instead ([found here](https://github.com/Andrews54757/itemscroller-crafting-fix/releases)), as it implements the vanilla recipe book item transfer fo mass crafting. That makes it vastly more reliable and less laggy. I will add it to the base mod at some point after I rewrite the entire mod from scratch…

If you only need to craft a “moderate amount” of items, like one inventory of nuggets into ingots or similar, then the `craftEverything` hotkey is what you want. It crafts everything possible once. It doesn’t repeat or loop, so it also shouldn’t craft the wrong things as nothing “external” will update the inventory state during that one operation. It doesn’t nicely work for “expanding” recipes however, such as logs to planks, because it doesn’t throw any items out, so the inventory will fill up midway if you try to craft an entire inventory of logs to planks for example.

Chests are Chests

Ever wondered why, when a chest is open, items don’t fall in?
… Okay, I’ll admit, me neither, not until I had this idea. But when you think of it…
It just makes sense, right?

So now, you can proudly say that **Chests are chests**! And enjoy making items fall into your storage
instead of lamely putting them in by hand!

But as items can fall *into* an open box… Shouldn’t they be able to fall *down* from one as well,
provided it was open on the right side?
Thus, you can make it so barrels, when open and facing down, drop *all* of their content to the ground!

Going back to the chest, if you can open the lid to make items fall in, shouldn’t the lid throw items away
upon being opened?
That’s right! With this mod, you can make it so opening a chest throws all the items standing on it upon opening!
(Limited to items only for the sake of one’s life preservation)

Last but not least, since opening a container has always only been a manual task so far,
in order to allow you to automate these new options, opening a container can now be done
by activating an *empty* dispenser pointing at said container!

Now the game will feel more natural, even just a little bit, won’t you agree?

## Features

* Inserting items in open containers
* default: enabled
* gamerule: `chests.insertOpen`
* Making item fall from open-from-below containers
* default: disabled
* gamerule: `chests.barrelFall`
* Special item fall (e.g. snowballs falling as actual thrown snowballs)
* default: enabled
* gamerule: `chests.barrelFall.throwableSpecial`
* item tag: `#chests_are_chests:special_fall`
* Making chest lids throw items
* default: disabled
* gamerule: `chests.lidFling`
* entity type tag: `#chests_are_chests:flingable`
* Horizontal flinging velocity
* default: 0.25
* gamerule: `chests.lidFling.horizontalPower`
* Vertical flinging velocity
* default: 0.6
* gamerule: `chests.lidFling.verticalPower`
* Opening containers by powering empty dispensers
* default: enabled
* gamerule: `chests.dispenserOpen`
* Automated opening duration (in world ticks)
* default: 10
* gamerule: `chests.dispenserOpen.duration`

## Dependencies

Requires Unruled API

## Mod compatibilities

### Internal compatibilities
While compatibilities are planned, direct implementation by the mods themselves would always be preferred.
Hence, if a mod of yours is [planned](#planned), [being worked on](#being-worked-on), or even already implemented,
don’t hesitate to [make your own](#make-your-own), and if need be, contact us either for help or to tell us
that we have no need to keep our own compatibility.

#### Implemented
* [Anner’s Iron Chests](https://modrinth.com/mod/cyberanner-ironchest)
* [Mythic Metals Decorations](https://modrinth.com/mod/mythicmetals-decorations)
* [Reinforced Chests](https://modrinth.com/mod/reinforced-chests)
* [Expanded Storage](https://modrinth.com/mod/expanded-storage)
* [Spectrum](https://modrinth.com/mod/spectrum)

#### Natural
_Known mods that (should) have natural compatibility with this mod, with no extra implementation_
* [Variant Chests](https://modrinth.com/mod/variant-chests)
* [Variant Barrels](https://modrinth.com/mod/variant-barrels)
* [Chest Colorizer](https://modrinth.com/mod/chest-colorizer)
* [More Chests Variants](https://modrinth.com/mod/more-chest-variants-lieonlion)

#### Being worked on
* [Lootr](https://modrinth.com/mod/lootr)

#### Planned
* [myLoot](https://modrinth.com/mod/myloot)
* [More Chests](https://modrinth.com/mod/more-chests)
* [Compact Storage](https://modrinth.com/mod/compact_storage)

#### Internally refused
* [Iron Chests: Restocked](https://modrinth.com/mod/ironchests)
Due to mod author names poorly registered, this mod cannot be easily be dealt with.
Hence, it has been decided no to attempt implementing builtin compatibility.

### Make your own

#### Container implementation

The mod tweaks the block entities’ and item entities’ behaviours.
In order to implement compatibility with this mod, you need your custom block entity to implement
the `mc.recraftors.chestsarechests.util.FallInContainer` interface.

You may as well make use of other interfaces, such as `mc.recraftors.chestsarechests.util.BlockOpenableContainer`
or `mc.recraftors.chestsarechests.util.BooleanHolder`, which you can either use as you please, or can exploit
if you already extend the vanilla chest or barrel classes.

Don’t hesitate to look at the
[chest](https://github.com/RecraftorsMC/Chests-are-Chests/tree/main/common/src/main/java/mc/recraftors/chestsarechests/mixin/block_entities/ChestBlockEntityMixin.java)
and [barrel](https://github.com/RecraftorsMC/Chests-are-Chests/tree/main/common/src/main/java/mc/recraftors/chestsarechests/mixin/block_entities/BarrelBlockEntityMixin.java)
implementations for a reference of how to handle block opening and orientation within the provided methods.

Also don’t fear about more methods appearing with updates and your mod not implementing them, causing issues.
No methods are planned for deletion, or would include a change of primary version. And all new method
will _always_ come with a default implementation, to avoid pointless issues.

#### Item implementation

The mod enables for some item (registered in the appropriate item tag) to have a custom behaviour upon “falling”
from a container. In order to do that, the item itself must implement the
`mc.recraftors.chestsarechests.util.ContainerItemHelper` interface.

This interface comes up with two methods to be implemented. The first one, optional, indicates the item fall directions.
This allows to specify on which open side of a container can the item come out. (e.g. upwards-gravitated items may
specify an upward fall direction)

By default, this first method will return `DOWN`.

The second one makes the actual implementation of a special fall behaviour. It should use the first method to know
whether to run it or not, and execute what is intended. This method’s return value indicates whether the item stack
fell (and theoretically is consumed), or not, and therefore shouldn’t be bothered with attempting to make it fall
in the same direction, to avoid causing more runtime computing stress.

Don’t hesitate to look at the
[arrow](https://github.com/RecraftorsMC/Chests-are-Chests/tree/main/common/src/main/java/mc/recraftors/chestsarechests/mixin/items/ArrowItemMixin.java) or
[snowball](https://github.com/RecraftorsMC/Chests-are-Chests/tree/main/common/src/main/java/mc/recraftors/chestsarechests/mixin/items/SnowballItemMixin.java) implementations
for a reference of how to handle special item fall.

Then again, don’t fear about more methods appearing with updates, for all new one will then again include a default
implementation, if possible based on already existing methods.

#### Examples
Up to date with version **0.5**

Container implementation

“`java
public class MyCustomBlockEntity extends BlockEntity implements FallInContainer {
private boolean isOpen;
private final int size;
private final DefaultedList content;
private final Map fallUpdateMap = new HashMap<>();

@Override
public boolean chests$tryInsertion(ItemEntity entity) {
return FallInContainer.chests$inventoryInsertion(this.content, entity, this::setStack);
}

@Override
public boolean chests$isOpen() {
return isOpen;
}

@Override
public VoxelShape chests$InputAreaShape() {
return FallInContainer.ABOVE;
}

@Override
public void chests$forceOpen(ServerWorld world, BlockPos at, BlockState from) {
this.isOpen = true;
this.onOpen();
}

@Override
public boolean chests$tryForceOpen(BlockState from) {
ServerWorld serverWorld = (ServerWorld) this.getWorld();
BlockPos blockPos = this.getPos();
this.chests$forceOpen(serverWorld, blockPos, from);
ChestsAreChests.scheduleTick(serverWorld, blockPos, duration);
}

@Override
public boolean chests$forceClose() {
this.isOpen = false;
this.onClose();
}

@Override
public Map getFallUpdateMap() {
return this.fallUpdateMap;
}

void onOpen() {
// …
// potential rendering stuff
ChestsAreChests.ejectAbove(Direction.UP, this);
}
}
“`

Item implementation

“`java
public class MyCustomItem extends Item implements ContainerItemHelper {
public Direction[] chests$getFallDirection(ItemStack stack) {
return new Direction[]{Directions.UP};
}

public boolean defaultOnOpenTick(ItemStack stack, FallInContainer container, Direction direction, World world, Vec3d pos, Vec3d velocity) {
if (!ChestsAreChests.isInArray(direction, chests$getFallDirection(stack))) return false;
MyGravitatedEntity entity = new MyGravitatedEntity(world, pos.x, pos.y, pos.z, stack.copy());
entity.setVelocity(velocity);
world.spawnEntity(entity);
return true;
}
}
“`

### Showcase

CapeMod

![Banner](https://cdn.modrinth.com/data/cached_images/0d16dc7355341d3daf41bd781d288d9ce319746e.png)
# Cape Mod 1.8 – 1.21 for Forge and Fabric

Get free capes and exclusive perks for creators!
Visible for anyone using the mod.

https://capemod.net

**Supported Versions:**
– **Fabric:** 1.17 – 1.21
– **Forge:** 1.8.9, 1.12.2

## How to install / use
1. Download and install Forge or Fabric.
2. Download and add CapeMod to your mods.
3. Register an account and get capes at: https://capemod.net
4. Manage and equip your capes at: https://capemod.net/dashboard

## Features:
– **Transparent and animated capes.**
– **Free Capes:** Earn stylish capes without spending real money.
– **Themes:** Diffrent themes for the same cape.
– **Creator Rewards:** Creators can reward their community with custom capes.
– **Earning Opportunities:** Various ways to earn capes and coins, including gameplay and daily rewards.
– **Wide Version Support:** Compatible with multiple Minecraft versions.

## Creator Benefits:
Creators can distribute capes to their community, for example, by offering them to subscribers on Twitch or as rewards through channel points. They can **design and manage their own capes**, distributing them directly to their followers. Currently, capes are distributed manually via the dashboard, but we plan to automate this process so players can receive capes instantly upon subscribing.

## Manage Your Cape:
You can view and manage your capes through our dashboard at [https://capemod.net/](https://capemod.net/). Additionally, a “Manage Cape” button is available in your skin customization settings.

## FAQ:

### How do I get capes?
Capes can be purchased using in-game coins, which you earn by playing on specific servers or through daily rewards. Future updates will introduce more earning methods. Note that capes cannot be purchased with real money. Certain capes, such as Twitch or YouTube capes, may require meeting specific follower or subscriber milestones.

### How can I manage my cape?
Access our dashboard to view all your owned capes, where you can activate, deactivate, or change them. You can also purchase capes with your earned coins.

### Who can see my capes?
Anyone with the mod installed can see your capes, regardless of their Minecraft version.

### How can I apply for my own cape as a creator?
Visit our website for the application form and requirements for creating your own cape.

## API:
We offer an API that allows you to retrieve information about player capes and enable creators to manage their cosmetics.

## CapeMod Integration
If you want to integrate CapeMod into your mod or client, please contact us directly via contact@capemod.net

## Useful Links:
– **[Website](https://capemod.net/)**
– **[Dashboard](https://capemod.net/dashboard)**
– **[Discord](https://discord.gg/9gh3cZRGQH)**

## Screenshots
![Dashboard to manage capes, account](https://cdn.modrinth.com/data/cached_images/98ef0e04a97fec4592db8697819798fe1531d60c.png)
Dashboard to manage Capes, Account.

## Support Us
Help us keep our servers running. Your support makes a difference!

Buy Me a Coffee at ko-fi.com