FyberOptic's Minecraft Mods
What is it?

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.

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.

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!

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.

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

How do I use it?

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


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!

MultiMC JSON: Meddle v1.3

MultiMC JSON: Meddle v1.2.2

Vanilla Launcher
Meddle Manager method (beta)

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.

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".

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

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.

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

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.

Manual install method

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.

First, download the following .json file: Snapshot 15w44b with Meddle 1.3

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.

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.

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.

What about servers?

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

java -jar servergenerator-1.0.1.jar <minecraft_version> <meddle_version> <destination_dir>

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

java -jar servergenerator-1.0.1.jar 15w36c 1.2.2 server

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.

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.

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.

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.

What's DynamicMappings?

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.

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.

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.

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.

How do I make a Meddle mod?

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.

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.

(More info to come)


View the Minecraft Forum thread.

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

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

AllTheItems 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.

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


1.9 Snapshots

  • AllTheItems v1.2.1
    Requires: Meddle v1.2+, DynamicMappings 002+

    Older Versions
    • AllTheItems v1.2
      Requires: Meddle 1.2+, DynamicMappings 002+

    • AllTheItems v1.1
      Requires: Meddle 1.1

    • AllTheItems v1.0
      Requires: Meddle 1.0+, snapshots 15w31a/b/c

Prevents those pesky baby zombies from spawning!
Does exactly as the preview says! No more baby zombies to ruin your day.

1.9 Snapshots

  • BabyBuster v1.2.1
    Requires: Meddle v1.2+, DynamicMappings 002+

Older Versions
  • BabyBuster v1.2
    Requires: Meddle 1.2+, DynamicMappings 002+

Discovers Minecraft class mappings at runtime, required for most mods here!
Removes the limitation on fire spread, making it more like back in Minecraft alpha/early beta. Burn down entire forests!
Makes leaves decay quickly. Basically does what FastLeafDecay/FastLeaveDecay does.
Provides higher-level functionality into Minecraft so that more advanced mods can be used.
Makes 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.

View the Minecraft Forum thread.

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

Adds config options to control whether creepers actually destroy blocks or dropped items.

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.

Download v1.0 (requires Meddle v1.2.2+, MeddleAPI v1.0.5+, DynamicMappings 015+)

This mod is also open-source!

Makes glass panes render with a connected texture.
Makes double doors open together.
Adds a Heavy Axe, allowing you to destroy entire trees.
Control which blocks Endermen can carry.

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

Download v1.0 (requires Meddle v1.2.2+, MeddleAPI v1.0.1+, DynamicMappings 006+)

View crafting recipes, even from a modded server with vanilla clients!
Allows you to instantly teleport back to a stored location.
Just Backpack
Simplified version of Just Backpacks.

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.


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

Download v1.0 (requires Meddle v1.2.2+, MeddleAPI v1.0+, DynamicMappings 005+)

This mod is also open-source!

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.


Minecraft 1.8

Minecraft 1.7.10

Minecraft 1.7.2

Minecraft 1.6.4

Minecraft 1.6.2

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!
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.


Minecraft 1.7.10

Minecraft 1.6.x

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!

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.


Minecraft 1.4.7

v1.0 - April 15th, 2015
  • Initial release!
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!


Minecraft 1.8

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
Hopper Ducts
Transport items around!

Q. What's this mod all about?

A. It's pretty simple. Hoppers can't transport items upwards. This mod adds ducts, which can attach to hoppers and send items in any direction. This mod also now adds Grated Hoppers, which can filter items.

Q. What's the difference between a hopper and a duct?

A. A few things:

  1. Ducts can send items into inventories above them.
  2. Ducts won't pull items from inventories above them.
  3. Ducts only have a single inventory slot.
  4. Ducts can be pointed in a different direction after placing them by hitting them with a stick. Left-clicking with the stick cycles through all possible directions, right-clicking with it cycles in reverse. You can also shift-left-click with the stick to reverse if you prefer. When in creative mode, however, only right-clicking will be available, as left-click breaks blocks.
  5. Ducts auto-orient to adjacent ducts or hoppers. Hold the sneak key while placing to disable this behavior.
  6. Ducts have smaller hitboxes, making it easier to reach blocks behind them.

Q. Then what's a Grated Hopper do?

A. Grated Hoppers contain an extra row of items in their interface. This is the filter inventory. Only items matching this row are allowed into the hopper from a chest, hopper, or duct above it. The Grated Hopper will also only eject these particular items into its destination. Finally, it prevents a hopper beneath it from removing items matching the filter.

Items can still be inserted into the Grated Hopper from the sides and bottom which do not match the filter. This means that you can insert anything into a Grated Hopper, have it eject its matching items into its destination inventory, and then have regular hopper or Grated Hopper beneath it, pulling out the items which don't match the filter, to be directed elsewhere.

Q. What are the crafting recipes?

A. Hopper Ducts are a reduced version of the hopper recipe:

Grated Hoppers are a shapeless recipe:

Spotlight by Ingrimmm of TheMindCrafters
Spotlight by takavoncracka (LoCGamingOfficial on Youtube)
Spotlight by X_angelz_X (NeturonicAngelz on Youtube)
Note: Minecraft 1.8 versions were built with Forge #1281. Update your Forge if you experience a crash.

Minecraft 1.8

Older Versions

Minecraft 1.7.10

Older Versions

Minecraft 1.7.2

Older Versions

Minecraft 1.6.x

Older Versions

Minecraft 1.5.2

Older Versions
v1.4.5 - January 10th, 2015
  • Fixed auto-orient placement bug for ducts with grated hoppers
  • Fixed block bounds to cover duct extensions
  • Replaced rendering system to avoid threading issues
v1.4.1 - January 8th, 2015
  • Fixed crash bug with servers
v1.4 - January 6th, 2015
  • Ported to Minecraft 1.8
Older Versions
v1.3.2 - August 3rd, 2014
  • Made ducts and grated hoppers respect inventory slot size
v1.3.1 - July 19th, 2014
  • Ported to Minecraft 1.7.10
v1.3 - February 11th, 2014
  • Ported to Minecraft 1.7.2
  • Added localization support
v1.2.2 - November 6th, 2013
  • Backported to Minecraft 1.5.2
v1.2.2 - November 1st, 2013
  • Added shift-right-click when placing ducts to disable auto-orienting of ducts.
v1.2.1 - November 1st, 2013
  • Added auto-orientation when placing ducts, cycles through adjacent blocks to align to other ducts or hoppers
  • GUI no longer activates on ducts or grated hoppers when right-clicking them with ducts or hoppers
  • Fixed duct rendering when grated hopper is connected to one
  • Changed texture on output side of ducts to be a bit more recognizable
v1.2 - October 31st, 2013
  • Added Grated Hoppers.
v1.1 - September 10th, 2013
  • Added "cooldownTime" to config file. Default is 8, higher values make ducts slower to improve server performance.
v1.0 - August 20th, 2013
  • 1.5.2 backport release
v1.0 - August 9th, 2013
  • Initial release!
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.


Minecraft 1.7.10

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!
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.


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)

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
Build 007 - March 12th, 2015
  • 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)
  • 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!
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.


Minecraft 1.8

v1.1 - July 23rd, 2015
  • Initial release!
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.


Minecraft 1.8

Minecraft 1.7.10

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!
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.


Minecraft 1.7.10

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
v0.9.2 - Monday May 25th, 2015
  • 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!
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.


Minecraft 1.8

v1.1 - June 27th, 2015
  • Minor ASM tweak
v1.0 - June 26th, 2015
  • Initial release!
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.


Minecraft 1.7.10

v1.0.1 - May 2nd, 2015
  • Tweaked behavior
v1.0 - April 28th, 2015
  • Initial release!
Redstone Paste
Redstone, the way it ought to be!

Redstone Paste Mod adds a new form of redstone dust into the game, allowing you to transmit redstone signals across a variety of surfaces, including ceilings and walls. Also included are sticky repeaters and sticky comparators, to keep your redstone current strong or do complex logic no matter where you decide to run your paste.

The placement of the paste is uniquely different than normal redstone, however. It can be applied to any of the four directions of a block face, allowing you to create compact redstone paths, and only direct current in the directions you desire. Individual segments can be removed by clicking them while highlighted, or you can remove the entire face at once by clicking the center area.

Holding the sneak key allows you to place both the segment you've selected as well as the one opposite. If sneaking when placing paste in the center area, it will place paste in all four directions of the face.

Paste can interact with dust when you explicitly connect to it. Otherwise it can run side by side without transmitting redstone current between them.

You can hide paste, sticky repeaters, and sticky comparators using half-slabs by right-clicking them while holding one. A ghost image of the slab will appear when it's possible to cover it. You can even place them vertically!

To remove it, simply break with your hand or any tool. Note that only one Redstone Paste object (paste, sticky repeater, sticky comparator) is allowed within a block space in order to be covered with a slab.

This feature works with slabs from any mod which derive from Minecraft's standard slab classes. Biomes O' Plenty is tested to be compatible.

Since the stone slab has a unique texture compared to stone blocks, it will instead take the appearance of a stone block when applied to paste to blend in better.

The crafting recipe is shapeless, consisting of simply a piece of redstone dust and a slimeball, yielding four pieces of paste. The config file allows you to specify how many pieces of paste the recipe gives, as well as providing an alternate recipe of a slimeball surrounded by redstone dust. You might wish to use these settings to better balance your game, depending on factors such as other mods you have installed, availability of slimeballs, or the intended focus of your game.

Sticky repeaters and comparators are equally simple to craft.

Spotlight by ukgpublishing (TitaniumGamingMedia on Youtube)
Spotlight of v1.1.2 by Captain Sparklez
Spotlight of v1.5 by DaeshanBuseck (TheMalikGaming on Youtube)
Spotlight of v1.2 by UnspeakableGaming
Older Spotlights

Spotlight of v1.0 by X_angelz_X (NeturonicAngelz on Youtube)

Spotlight of v1.0 by ker91 (TacticalLion on Youtube)

Spotlight of v1.0 by iDeathFX

Spotlight of v1.0 by MCinSimple

Spotlight of v1.0 by BardaWulf (in German!)

Spotlight of v1.0 by IanMGaming

Spotlight of v1.0 by asianhalfsquat

Spotlight by ChibiKage89


Minecraft 1.8

Older Versions

Minecraft 1.7.10

Minecraft 1.7.2

Older Versions

Minecraft 1.6.x

Older Versions

Minecraft 1.5.2

Older Versions
v1.7.1 - January 28th, 2015
  • Fixed potential crash bugs
v1.7 - January 18th, 2015
  • Ported to Minecraft 1.8
  • Misc fixes along the way
Older Versions
v1.6.2 - July 19th, 2014
  • Ported to Minecraft 1.7.10
v1.6.1 - April 2nd, 2014
  • Fixed sticky comparator bug of requiring block update to detect inventory changes
v1.6 - February 15th, 2014
  • Ported to Minecraft 1.7.2
  • Added localization support
v1.5.1 - November 11th, 2013
  • Individual faces of paste now have their own current values
  • Highlighter now draws comparator outline
  • Various code optimizations and clean-up
v1.5 - November 3rd, 2013
  • Backported to Minecraft 1.5.2
v1.5 - November 1st, 2013
  • Added sticky comparators
  • Changed sticky repeater textures and icon
v1.4.3 - October 30th, 2013
  • Fixed not being able to set sticky repeater delay if hand is empty
  • Fixed current propagation bug affecting comparators
  • Made sticky repeaters lockable by vanilla repeaters
v1.4.2 - October 28th, 2013
  • Backported to Minecraft 1.5.2
v1.4.2 - October 28th, 2013
  • Fixed crash bug in highlighter related to Railcraft's hidden block
  • Breaking sticky repeaters now triggers redstone propagation
  • Optimized rendering slightly of sticky repeater locking bar and paste highlighter
v1.4.1 - October 27th, 2013
  • Added locking functionality to sticky repeaters (because I forgot it!)
  • Minor change to redstone current propagation: paste must now be directly connected to redstone sources (levers, torches, etc); also fixes a compatibility issue with redstone dust
  • Modified paste rendering, should improve z-fighting with blocks in distance, and prevent flickering when using Optifine
  • Improved lighting synchronization of sticky repeaters, helps with issue on servers
  • Fixed bug with redstone propagation and sticky repeaters causing a current feedback loop
  • Fixed bug with placing paste where certain hidden blocks are present (such as with Railcraft)
  • Added workaround for crash caused by Optifine when highlighter is rendering a ghost slab
v1.4 - October 25th, 2013
  • Added sticky repeaters, craftable with a repeater and a slimeball, and essentially 100% functionally equivalent
  • Changed paste color transition code, allowing you to set off/middle/on colors in the config
  • Made paste respond better to indirect power (for repeater compatibility)
  • Fixed creative mode bug where shift-click placement of paste still checked for sufficient items in stack
  • Slab cover no longer drops when paste beneath is removed
  • Changed half-slab fail-safe code; instead of removing slab, now displays stone if slab came from a mod that was uninstalled
  • Tweaked rendering to avoid z-fighting at paste segment axis
  • Ray-tracing optimizations
v1.3 - October 17th, 2013
  • Added ability to click on a paste face with a half-slab to cover it
  • Added config options to set paste recipe type and amount
  • Fixed paste being completely destroyed by water (now obstructs it)
  • Fixed bug preventing you from placing blocks adjacent to paste when clicking a paste face (broken by 1.2)
  • Fixed not being able to place paste on solid sides of some non-standard blocks
  • Changed highlighter color fading technique (possibly fixes weirdness when using shaders)
v1.2 - October 14th, 2013
  • Backported version for Minecraft 1.5.2
v1.2 - October 9th, 2013
  • Overhauled highlighter and paste placement, now encompasses entire block face
  • Added sneak key modifier: sneaking while placing or removing paste affects the opposite segment as well, or places all four segments if done in the center
  • Fixed raytracing issue when sneaking
  • Stopped paste from dropping items when breaking in creative mode
  • Fixed color of particles when breaking paste segments
  • Fixed paste breaking sound/particles not occurring in survival mode
  • Fixed highlighter timing
v1.1.2 - October 3rd, 2013
  • Fixed issues related to redstone propagation around corners
  • Made solid blocks obstruct redstone around corners
  • Fixed visual glitch with highlighter
v1.1.1 - September 24th, 2013
  • Fixed server compatibility
  • Fixed highlighter appearing when hand is empty
v1.1 - September 23rd, 2013
  • Added paste segment highlighter, to see where paste will be placed on a block face
  • Added ability to remove individual paste segments (while clicking outside the highlight to still remove all segments on a face)
  • Refined paste segment hitbox area
  • Fixed issue of distance required from block to place paste
  • Fixed creative mode from breaking all segments in block space
  • Fixed propagation strength between paste and dust
  • Improved paste colors and color transition
v1.0 - September 20th, 2013
  • Initial release!
Simple Refinement
Smelt your iron into refined iron, giving a buff to tools and armor crafted with them.

Simple Refinement is just that: a simple way to process your iron and gold into refined versions. To do so, simply run your ingots through a furnace again. You'll now notice the "Refined" tag on them, and anything you craft using all refined ingots will now also have this tag.

This mod adds no new items into the game. Iron is iron, gold is gold, no matter how refined it is. You can still mix and match refined ingots with regular ones in your crafting without issue.

Anything that you craft using all refined ingots also becomes refined. In the case of any tool, weapon, or armor, they gain a 50% bonus to durability. This may seem like a lot, but diamond is still more durable than refined iron, and refined gold will still be relatively poor. Refinement is not an enchantment, so you can still enchant your tools as well.


Minecraft 1.8

Minecraft 1.7.10

v1.0 - January 21st, 2015
  • Initial release!
1.2.5 Tweaks
A collection of random jar mod tweaks to improve Minecraft 1.2.5.

Note: All of these are jar mods. The client mods can be used with or without Forge. Simply add them to a Minecraft jar, or as a jar mod in the MultiMC instance settings.

ShiftNoActivate - Allows you to avoid activating blocks by holding shift while right-clicking, like newer versions of Minecraft do.

LavaDecayFix - Fixes lava to decay properly when the source block is removed, which also makes BuildCraft pumps work more reliably.

RetroLeafDecay - Makes tree leaves decay quickly, similar to FastLeafDecay. Server versions are only required on the server, not client.

A Minecraft 1.8 development environment, and alternative to MCP.
New content, fixes, and feature backports to Minecraft alpha 1.2.6 and beta 1.7.3.