1.1.0 - Resources, More animations, Parcool, Some redstone stuff

This commit is contained in:
2026-05-02 15:31:50 +02:00
parent 93478b5f4d
commit 2cf4be3bf3
595 changed files with 1199 additions and 95768 deletions
+1 -1
View File
@@ -7,7 +7,7 @@
#The name of the modpack #The name of the modpack
modpackName = "Banana" modpackName = "Banana"
#The version of the modpack #The version of the modpack
modpackVersion = "1.0.0" modpackVersion = "1.1.0"
#Use the metadata.json to determine the modpack version #Use the metadata.json to determine the modpack version
#ONLY ENABLE THIS IF YOU KNOW WHAT YOU ARE DOING #ONLY ENABLE THIS IF YOU KNOW WHAT YOU ARE DOING
useMetadata = false useMetadata = false
+9
View File
@@ -0,0 +1,9 @@
{
"version": 1,
"hiddenMods": [],
"globalModAliases": {
"cloth_config": "cloth-config2",
"playeranimator": "player-animator"
},
"enableMixinSafeguard": false
}
+4
View File
@@ -172,6 +172,10 @@ key_key.cpm.qa_13:key.keyboard.unknown:
key_key.cpm.qa_14:key.keyboard.unknown: key_key.cpm.qa_14:key.keyboard.unknown:
key_key.cpm.qa_15:key.keyboard.unknown: key_key.cpm.qa_15:key.keyboard.unknown:
key_key.cpm.qa_16:key.keyboard.unknown: key_key.cpm.qa_16:key.keyboard.unknown:
key_key.freecam.toggle:key.keyboard.unknown:
key_key.freecam.playerControl:key.keyboard.unknown:
key_key.freecam.tripodReset:key.keyboard.unknown:
key_key.freecam.configGui:key.keyboard.unknown:
key_key.minecolonies.toggle_goggles:key.keyboard.unknown: key_key.minecolonies.toggle_goggles:key.keyboard.unknown:
key_key.ponder.ponder:key.keyboard.w: key_key.ponder.ponder:key.keyboard.w:
key_key.silentgear.cycle.back:key.keyboard.unknown: key_key.silentgear.cycle.back:key.keyboard.unknown:
+323
View File
@@ -0,0 +1,323 @@
["Possibility_of_Actions(Some_do_not_have_to_work)"]
can_ChargeJump = false
can_BreakfallReady = true
can_CatLeap = true
can_ClimbPoles = true
can_ClimbUp = true
can_ClingToCliff = true
can_HideInBlock = true
can_Crawl = true
can_Dive = true
can_Dodge = true
can_FastRun = true
can_FastSwim = true
can_Flipping = true
can_HangDown = true
can_HorizontalWallRun = true
can_JumpFromBar = true
can_QuickTurn = true
can_RideZipline = true
can_Roll = true
can_SkyDive = true
can_Slide = true
can_Tap = true
can_Vault = true
can_VerticalWallRun = true
can_WallJump = true
can_WallSlide = true
can_StartSwimByCrawl = true
[Stamina_HUD_Configuration]
#Allowed Values: Normal, Light, Hide
stamina_hud_type = "Light"
#horizontal alignment
#Allowed Values: Left, Right
align_h_s_hud = "Right"
#vertical alignment
#Allowed Values: Top, Bottom
align_v_s_hud = "Bottom"
hide_hud_if_stamina_infinite = true
#Stamina HUD shows action charge rate, cool time or etc
show_action_status_bar = true
#Light stamina HUD shows always
show_light_hud_always = false
#horizontal offset of normal HUD
# Default: 3
# Range: 0 ~ 100
offset_h_stamina_hud = 3
#vertical offset of normal HUD
# Default: 3
# Range: 0 ~ 100
offset_v_stamina_hud = 3
#horizontal offset of light HUD
# Default: 0
# Range: -100 ~ 100
offset_h_light_hud = 0
#vertical offset of light HUD
# Default: 0
# Range: -100 ~ 100
offset_v_light_hud = 0
[Animations]
#Enable custom animations
enable_animation = true
#Enable custom animation of falling
enable_falling_animation = true
#Enable lean animation while FastRun
enable_lean_animation_fast_run = true
#Enable first-person-view animations
enable_fpv_animation = false
#Enable rotation of camera by Dodge
enable_camera_rotation_dodge = false
#Enable rotation of camera by Backward Wall-Jump
enable_camera_rotation_back_wall_jump = true
#Enable rotation of camera by Roll
enable_camera_rotation_roll = true
#Enable rotation of camera by Flipping
enable_camera_rotation_flipping = false
#Enable animation of camera by Vault
enable_camera_animation_vault = false
#Enable animation of camera by Horizontal-WallRun
enable_camera_animation_h-wall-run = true
#Enable animation of camera by Hang-Down
enable_camera_animation_hang-down = true
[Animations.Animators]
enable_ChargeJumpAnimator = false
enable_JumpChargingAnimator = false
enable_BackwardWallJumpAnimator = true
enable_CatLeapAnimator = true
enable_ClimbUpAnimator = true
enable_ClingToCliffAnimator = true
enable_CrawlAnimator = true
enable_DiveAnimationHostAnimator = true
enable_DiveIntoWaterAnimator = true
enable_DodgeAnimator = true
enable_FastRunningAnimator = true
enable_FastSwimAnimator = true
enable_FlippingAnimator = true
enable_HideInBlockAnimator = true
enable_HorizontalWallRunAnimator = true
enable_JumpFromBarAnimator = true
enable_HangAnimator = true
enable_KongVaultAnimator = true
enable_RideZiplineAnimator = true
enable_RollAnimator = true
enable_SlidingAnimator = true
enable_SpeedVaultAnimator = true
enable_TapAnimator = true
enable_VerticalWallRunAnimator = true
enable_WallJumpAnimator = true
enable_WallSlideAnimator = true
[Control]
#Control of Fast Run
#Allowed Values: PressKey, Toggle, Auto
fast-run_control = "PressKey"
#Control of Crawl
#Allowed Values: PressKey, Toggle
crawl_control = "PressKey"
#Control of Flipping
#Allowed Values: PressRightAndLeft, TapMovementAndJump, PressFlippingKey
flip_control = "TapMovementAndJump"
#Control of Horizontal Wall Run
#Allowed Values: PressKey, Auto
h-wall-run_control = "PressKey"
#Control of Wall Jump
#Allowed Values: PressKey, ReleaseKey
wall-jump_control = "PressKey"
#Control of Cling To Cliff
#Allowed Values: PressKey, Toggle
cling-to-cliff_control = "PressKey"
#Enable double-tapping ctrl for Dodge
enable_double_tapping_for_dodge = false
#Enable cooldown of wall jump
enable_wall_jump_cooldown = true
#Enable Crawl in air
enable_crawl_in_air = true
#Enable Vault in air
enable_vault_in_air = true
#Enable getting off steps while doing dodge
can_get_off_steps_while_dodge = false
#Enable Roll when creative mode (experimental)
enable_roll_creative = false
#Make Vault need Vault Key Pressed
vault_needs_key_pressed = false
#Make HideInBlock need player sneaking
hideinblock_needs_sneaking = true
#enable players to do actions needing Fast-Running by sprint
substitute_sprint = false
#acceptable walll angle of wall jump : `0` means you exactly opposite to wall, `180` allow you to wall jump for all angle
# Default: 110
# Range: 0 ~ 180
acceptable_angle_wall_jump = 110
#How long duration of dodge is deal as successive dodge
# Default: 30
# Range: > 0
successive_dodge_cool_time = 30
#Cool time of Dodge action
# Default: 11
# Range: > 11
dodge_cool_time = 11
#Max number of times of successive Dodge action
# Default: 3
# Range: > 1
successive_dodge_count = 3
#Window time of just time breakfall
# Default: 5
# Range: > 0
justtime_breakfall_tick = 5
#coyote time tick (how long tick player can behave like on ground after getting off ledge
# Default: 3
# Range: 0 ~ 20
coyote_time = 3
#Lowest fall distance needed to trigger breakfall movements
# Default: 2.0
# Range: 0.0 ~ 10.0
lowest_fall_distance_for_breakfall = 2.0
#How long distance breakfall can remove damage
# Default: 6.0
# Range: 0.0 ~ 1.7976931348623157E308
max_breakfall_damage_remove_height = 6.0
#Damage reduction rate of Breakfall
# Default: 0.6
# Range: 0.0 ~ 1.0
max_breakfall_damage_reduction_rate = 0.6
[Modifier]
#How long you can do Horizontal Wall Run
# Default: 25
# Range: 15 ~ 100
wall-run_continuable_tick = 25
#How long you can do Slide
# Default: 15
# Range: 10 ~ 60
sliding_continuable_tick = 15
#FastRun speed modifier
# Default: 2.0
# Range: 0.001 ~ 10.0
fast-run_modifier = 2.0
#FastSwim speed modifier
# Default: 2.0
# Range: 0.001 ~ 10.0
fast-swim_modifier = 2.0
#Dodge speed modifier
# Default: 1.0
# Range: 0.5 ~ 3.0
dodge-speed_modifier = 1.0
#SkyDive speed decreasement rate
# Default: 0.98
# Range: 0.001 ~ 1.0
sky_dive-speed-decreasement = 0.98
[Other_Configuration]
#Vault Animation(Dynamic is to select animation dynamically)
#Allowed Values: SpeedVault, KongVault, Dynamic
vault_animation_mode = "Dynamic"
#Color theme of Setting GUI
#Allowed Values: Red, Green, Blue, Yellow, Black
gui_color_theme = "Blue"
#Enable just timing effect of Breakfall
enable_just_time_effect_breakfall = true
#Enable sounds triggered by Action
enable_sounds = true
#Enable particles triggered by Action
enable_particles = true
#Enable particles triggered by just-time breakfall
enable_particles_jt_breakfall = true
#Enable block like rendering of zipline
enable_3d_render_zipline = true
#Notify if auto resynchronization of Limitation is executed
notify_limitation_auto_resync = false
#Whether ParCool is active
parcool_activation = true
[Stamina]
#Caution : Max stamina and stamina recovery config is removed because they became attributes.
#Allowed Values: NONE, PARCOOL, HUNGER, PARAGLIDER, EPIC_FIGHT
used_stamina = "PARCOOL"
#Enable slowing down of stamina exhaustion
enable_stamina_exhaustion_penalty = true
[Stamina.Consumption]
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_BreakfallReady = 0
# Default: 200
# Range: 0 ~ 10000
stamina_consumption_of_CatLeap = 200
# Default: 100
# Range: 0 ~ 10000
stamina_consumption_of_ChargeJump = 100
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_ClimbPoles = 0
# Default: 150
# Range: 0 ~ 10000
stamina_consumption_of_ClimbUp = 150
# Default: 2
# Range: 0 ~ 10000
stamina_consumption_of_ClingToCliff = 2
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_HideInBlock = 0
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_Crawl = 0
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_Dive = 0
# Default: 80
# Range: 0 ~ 10000
stamina_consumption_of_Dodge = 80
# Default: 2
# Range: 0 ~ 10000
stamina_consumption_of_FastRun = 2
# Default: 3
# Range: 0 ~ 10000
stamina_consumption_of_FastSwim = 3
# Default: 80
# Range: 0 ~ 10000
stamina_consumption_of_Flipping = 80
# Default: 3
# Range: 0 ~ 10000
stamina_consumption_of_HangDown = 3
# Default: 2
# Range: 0 ~ 10000
stamina_consumption_of_HorizontalWallRun = 2
# Default: 100
# Range: 0 ~ 10000
stamina_consumption_of_JumpFromBar = 100
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_QuickTurn = 0
# Default: 2
# Range: 0 ~ 10000
stamina_consumption_of_RideZipline = 2
# Default: 100
# Range: 0 ~ 10000
stamina_consumption_of_Roll = 100
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_SkyDive = 0
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_Slide = 0
# Default: 100
# Range: 0 ~ 10000
stamina_consumption_of_Tap = 100
# Default: 50
# Range: 0 ~ 10000
stamina_consumption_of_Vault = 50
# Default: 150
# Range: 0 ~ 10000
stamina_consumption_of_VerticalWallRun = 150
# Default: 120
# Range: 0 ~ 10000
stamina_consumption_of_WallJump = 120
# Default: 8
# Range: 0 ~ 10000
stamina_consumption_of_WallSlide = 8
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_StartSwimByCrawl = 0
+227
View File
@@ -0,0 +1,227 @@
[Limitations]
#Whether these limitations will be imposed to players
limitation_imposed = false
[Limitations.Action_Permissions]
permit_ChargeJump = false
permit_BreakfallReady = true
permit_CatLeap = true
permit_ClimbPoles = true
permit_ClimbUp = true
permit_ClingToCliff = true
permit_HideInBlock = true
permit_Crawl = true
permit_Dive = true
permit_Dodge = true
permit_FastRun = true
permit_FastSwim = true
permit_Flipping = true
permit_HangDown = true
permit_HorizontalWallRun = true
permit_JumpFromBar = true
permit_QuickTurn = true
permit_RideZipline = true
permit_Roll = true
permit_SkyDive = true
permit_Slide = true
permit_Tap = true
permit_Vault = true
permit_VerticalWallRun = true
permit_WallJump = true
permit_WallSlide = true
permit_StartSwimByCrawl = true
[Limitations.Stamina]
#Allowed Values: NONE, PARCOOL, HUNGER, PARAGLIDER, EPIC_FIGHT
forced_stamina = "NONE"
#Permission of infinite stamina
allow_infinite_stamina = true
#Limitation of max stamina value
# Default: 2147483647
# Range: > 300
max_stamina_limit = 2147483647
#Limitation of max stamina recovery
# Default: 2147483647
# Range: > 1
max_stamina_recovery_limit = 2147483647
[Limitations.Stamina.Least_Consumption]
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_BreakfallReady = 0
# Default: 200
# Range: 0 ~ 10000
stamina_consumption_of_CatLeap = 200
# Default: 100
# Range: 0 ~ 10000
stamina_consumption_of_ChargeJump = 100
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_ClimbPoles = 0
# Default: 150
# Range: 0 ~ 10000
stamina_consumption_of_ClimbUp = 150
# Default: 2
# Range: 0 ~ 10000
stamina_consumption_of_ClingToCliff = 2
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_HideInBlock = 0
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_Crawl = 0
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_Dive = 0
# Default: 80
# Range: 0 ~ 10000
stamina_consumption_of_Dodge = 80
# Default: 2
# Range: 0 ~ 10000
stamina_consumption_of_FastRun = 2
# Default: 3
# Range: 0 ~ 10000
stamina_consumption_of_FastSwim = 3
# Default: 80
# Range: 0 ~ 10000
stamina_consumption_of_Flipping = 80
# Default: 3
# Range: 0 ~ 10000
stamina_consumption_of_HangDown = 3
# Default: 2
# Range: 0 ~ 10000
stamina_consumption_of_HorizontalWallRun = 2
# Default: 100
# Range: 0 ~ 10000
stamina_consumption_of_JumpFromBar = 100
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_QuickTurn = 0
# Default: 2
# Range: 0 ~ 10000
stamina_consumption_of_RideZipline = 2
# Default: 100
# Range: 0 ~ 10000
stamina_consumption_of_Roll = 100
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_SkyDive = 0
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_Slide = 0
# Default: 100
# Range: 0 ~ 10000
stamina_consumption_of_Tap = 100
# Default: 50
# Range: 0 ~ 10000
stamina_consumption_of_Vault = 50
# Default: 150
# Range: 0 ~ 10000
stamina_consumption_of_VerticalWallRun = 150
# Default: 120
# Range: 0 ~ 10000
stamina_consumption_of_WallJump = 120
# Default: 8
# Range: 0 ~ 10000
stamina_consumption_of_WallSlide = 8
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_StartSwimByCrawl = 0
[Limitations.Control]
#Allow disabling cooldown of wall jump
allow_disabling_wall_jump_cooldown = true
#How long duration of dodge is deal as successive dodge
# Default: 0
# Range: > 0
least_successive_dodge_cool_time = 0
#Cool time of Dodge action
# Default: 11
# Range: > 11
least_dodge_cool_time = 11
#Max number of times of successive Dodge action
# Default: 2147483647
# Range: > 1
max_successive_dodge_count = 2147483647
#Window time of just time breakfall
# Default: 5
# Range: > 0
justtime_breakfall_tick = 5
#Max coyote time tick (how long tick player can behave like on ground after getting off ledge
# Default: 3
# Range: 0 ~ 20
max_coyote_time = 3
#Lowest fall distance needed to trigger breakfall movements
# Default: 2.0
# Range: 0.0 ~ 10.0
lowest_fall_distance_for_breakfall = 2.0
#How long breakfall can remove damage
# Default: 6.0
# Range: 0.0 ~ 1.7976931348623157E308
max_breakfall_damage_remove_height = 6.0
#Damage reduction rate of Breakfall
# Default: 0.6
# Range: 0.0 ~ 1.0
max_breakfall_damage_reduction_rate = 0.6
[Limitations.Control.Modifier]
#How long you can do Horizontal Wall Run
# Default: 40
# Range: 15 ~ 100
wall-run_continuable_tick = 40
#How long you can do Slide
# Default: 30
# Range: 10 ~ 60
sliding_continuable_tick = 30
#FastRun speed modifier
# Default: 2.0
# Range: 0.001 ~ 10.0
max_fast-run_modifier = 2.0
#FastSwim speed modifier
# Default: 2.0
# Range: 0.001 ~ 10.0
max_fast-swim_modifier = 2.0
#Dodge speed modifier
# Default: 1.0
# Range: 0.5 ~ 3.0
max_dodge-speed_modifier = 1.0
#SkyDive speed decrease rate
# Default: 0.98
# Range: 0.001 ~ 1.0
min_sky-dive_speed_decrease = 0.98
[Limitations.Control.Control]
#Allow disabling cooldown of wall jump
allow_disabling_wall_jump_cooldown = true
#How long duration of dodge is deal as successive dodge
# Default: 0
# Range: > 0
least_successive_dodge_cool_time = 0
#Cool time of Dodge action
# Default: 11
# Range: > 11
least_dodge_cool_time = 11
#Max number of times of successive Dodge action
# Default: 2147483647
# Range: > 1
max_successive_dodge_count = 2147483647
#Window time of just time breakfall
# Default: 5
# Range: > 0
justtime_breakfall_tick = 5
#Max coyote time tick (how long tick player can behave like on ground after getting off ledge
# Default: 3
# Range: 0 ~ 20
max_coyote_time = 3
#Lowest fall distance needed to trigger breakfall movements
# Default: 2.0
# Range: 0.0 ~ 10.0
lowest_fall_distance_for_breakfall = 2.0
#How long breakfall can remove damage
# Default: 6.0
# Range: 0.0 ~ 1.7976931348623157E308
max_breakfall_damage_remove_height = 6.0
#Damage reduction rate of Breakfall
# Default: 0.6
# Range: 0.0 ~ 1.0
max_breakfall_damage_reduction_rate = 0.6
+100 -18
View File
@@ -1,24 +1,39 @@
{ {
"schema_version": "2", "schema_version": "2",
"default_packs": [
"vanilla",
"fabric",
"mod_resources",
"moonlight:merged_pack",
"continuity:default",
"mod/towntalk:respack",
"mod/simplylight:optional_fullblock_ctm",
"file/cubic-sun-moon-v1.8.5.zip",
"file/Midnighttiggers-FCT-Default_1.20_V8.zip",
"file/Nautilus3D-V2.2.zip",
"file/FreshAnimations_v1.10.4.zip",
"vanillabackport:freshly_animated",
"file/FA+All_Extensions-v1.8.1.zip",
"file/FreshCompats_v1.6.zip",
"file/\u00A79Bray's Zombie Overhaul FA v1.4.zip",
"file/-1.21.2 Fresh Moves v3.1 (With Animated Eyes).zip",
"file/\u00A73Fresh \u00A7bFlower Pots.zip",
"file/\u00A73Fresh \u00A7bFlower Pots Compats\u00A7r.zip",
"file/Comforts Modernized - V1.1.zip",
"file/Better+Lanterns+v1.2(mc-1.21).zip",
"file/[1.5] Enhanced Boss Bars.zip",
"file/Create Style Interface 1.21.zip",
"file/Computer Craft Recreated v1.2.zip",
"file/Created+Pretty+Pipes1.0+FIXED.zip",
"file/CreateSophStorage.zip",
"file/CreateSophBackpacks.zip"
],
"pack_overrides": { "pack_overrides": {
// The title and description are overridden for the vanilla assets pack // The title and description are overridden for the vanilla assets pack
"vanilla": { "vanilla": {
"title": "\"Vanilla Assets\"", "title": "\"Vanilla Assets\"",
"description": "\"Resource pack from Minecraft\"" "description": "\"Resource pack from Minecraft\"",
}, "default_position": "BOTTOM",
"file/crops-3d(2).zip": {
"title": "\"3D Crops\"",
"force_compatible": true,
"required": true
},
"file/RAYs_3D_Ladders_v2.0.zip": {
"title": "\"RAY's 3D Ladders\"",
"force_compatible": true,
"required": true
},
"file/RAYs_3D_Rails_v3.0.zip": {
"title": "\"RAY's 3D Rails\"",
"force_compatible": true,
"required": true "required": true
}, },
"file/[1.5] Enhanced Boss Bars.zip": { "file/[1.5] Enhanced Boss Bars.zip": {
@@ -35,12 +50,12 @@
"force_compatible": true, "force_compatible": true,
"required": true "required": true
}, },
"file/Computer Craft Recreated v1.2.zip": { "continuity:default":{
"title": "\"Computer Craft Recreated\"",
"force_compatible": true, "force_compatible": true,
"required": true "required": true
}, },
"continuity:default":{ "file/Computer Craft Recreated v1.2.zip": {
"title": "\"Computer Craft Recreated\"",
"force_compatible": true, "force_compatible": true,
"required": true "required": true
}, },
@@ -48,6 +63,73 @@
"title": "\"Created Pretty Pipes\"", "title": "\"Created Pretty Pipes\"",
"force_compatible": true, "force_compatible": true,
"required": true "required": true
},
"file/Create Style Interface 1.21.zip":{
"title": "\"Create Style Interface\"",
"force_compatible": true,
"required": true
},
"file/CreateSophStorage.zip":{
"title": "\"Create Sophisticated Storage\"",
"force_compatible": true,
"required": true
},
"file/CreateSophBackpacks.zip":{
"title": "\"Create Sophisticated Backpacks\"",
"force_compatible": true,
"required": true
},
"file/Nautilus3D-V2.2.zip":{
"title": "\"Nautilus 3D\"",
"force_compatible": true,
"default_position": "BOTTOM",
"required": true
},
"file/FreshAnimations_v1.10.4.zip":{
"title": "\"Fresh Animations\"",
"force_compatible": true,
"default_position": "BOTTOM",
"required": true
},
"file/FA+All_Extensions-v1.8.1.zip":{
"title": "\"Fresh Animations Extensions\"",
"force_compatible": true,
"required": true
},
"file/FreshCompats_v1.6.zip":{
"title": "\"Fresh Animations Mod Compatibility\"",
"force_compatible": true,
"required": true
},
"vanillabackport:freshly_animated":{
"force_compatible": true,
"required": true
},
"file/Better+Lanterns+v1.2(mc-1.21).zip":{
"title": "\"Better Lanterns\"",
"force_compatible": true,
"required": true
},
"file/cubic-sun-moon-v1.8.5.zip":{
"title": "\"Cubic Sun & Moon\"",
"force_compatible": true,
"required": true
},
"file/\u00A73Fresh \u00A7bFlower Pots.zip":{
"title": "\"Fresh Flower Pots\"",
"force_compatible": true,
"default_position": "BOTTOM",
"required": true
},
"file/\u00A73Fresh \u00A7bFlower Pots Compats\u00A7r.zip":{
"title": "\"Fresh Flower Pots Mod Compatibility\"",
"force_compatible": true,
"required": true
},
"file/Comforts Modernized - V1.1.zip":{
"title": "\"Comforts Modernized\"",
"force_compatible": true,
"required": true
} }
} }
} }
+156 -2225
View File
File diff suppressed because it is too large Load Diff
+13
View File
@@ -0,0 +1,13 @@
name = "Create: Pattern Schematics"
filename = "create_pattern_schematics-2.0.10.jar"
side = "both"
[download]
url = "https://cdn.modrinth.com/data/cpqKG67r/versions/VSJhIkG2/create_pattern_schematics-2.0.10.jar"
hash-format = "sha512"
hash = "c55e7d708aab59990ea123b32b5ecca3cdd8a0409e441257e87ac2bc414c15a4976ed06fb4aea3f4c216c4951f519295bb111c896642fd80520bcfc9227e24ee"
[update]
[update.modrinth]
mod-id = "cpqKG67r"
version = "VSJhIkG2"
-13
View File
@@ -1,13 +0,0 @@
name = "Create Factory Logistics"
filename = "create_factory_logistics-1.21.1-1.4.9.jar"
side = "both"
[download]
url = "https://cdn.modrinth.com/data/QMGO17gm/versions/uvsUx0PA/create_factory_logistics-1.21.1-1.4.9.jar"
hash-format = "sha512"
hash = "bcc94895701c19c27038fb00774e3295ec8126b59adda9be56cd44530a1c3735f8cc6ee706973d111f0a3dad63732e984bab99182c84e4118ac1bdf5dd3160c8"
[update]
[update.modrinth]
mod-id = "QMGO17gm"
version = "uvsUx0PA"
+13
View File
@@ -0,0 +1,13 @@
name = "[EMF] Entity Model Features"
filename = "entity_model_features_1.21-neoforge-3.1.1.jar"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/4I1XuqiY/versions/X2O4Wo1f/entity_model_features_1.21-neoforge-3.1.1.jar"
hash-format = "sha512"
hash = "8b3d706891135b9beef50061ae3d2d93843a4ec13c15b14031e33dd97bd2a6269b354d14b51f9f6834a7c59abfb9ac31a8d0945f8c94318b4c24af8f20d03e36"
[update]
[update.modrinth]
mod-id = "4I1XuqiY"
version = "X2O4Wo1f"
+13
View File
@@ -0,0 +1,13 @@
name = "[ETF] Entity Texture Features"
filename = "entity_texture_features_1.21-neoforge-7.1.jar"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/BVzZfTc1/versions/YEMROAHv/entity_texture_features_1.21-neoforge-7.1.jar"
hash-format = "sha512"
hash = "fc4b6a75ad57defb944d188fac78e45a33342a2c2a2b0e673c81ac370df09335d4371c8e10bea8f593da4b1f1c2fcc361c124b274ee4b3c2ae75571f00742059"
[update]
[update.modrinth]
mod-id = "BVzZfTc1"
version = "YEMROAHv"
+13
View File
@@ -0,0 +1,13 @@
name = "Faewulf's Lib"
filename = "faewulf_lib-neoforge-1.21.1-1.3.2.jar"
side = "both"
[download]
url = "https://cdn.modrinth.com/data/q4N9H96q/versions/mXNQkPI9/faewulf_lib-neoforge-1.21.1-1.3.2.jar"
hash-format = "sha512"
hash = "b5790d6943f2f4bd14e9b69cb524fbf03c069d7d59ede658b62e9e958b2595e04cab90e3c2f0d787fdc5cb13f08edb0c2dde602253c2e24373a6dfd2dc8ff388"
[update]
[update.modrinth]
mod-id = "q4N9H96q"
version = "mXNQkPI9"
+13
View File
@@ -0,0 +1,13 @@
name = "Freecam"
filename = "freecam-neoforge-1.3.0+mc1.21.jar"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/XeEZ3fK2/versions/ROfcbxxe/freecam-neoforge-1.3.0%2Bmc1.21.jar"
hash-format = "sha512"
hash = "06cfa2acdde8320ca19edf3f49e7a3860cc079bbad02fda493459109d745da237e19ff6a28d879d4c863ea4cd24d83b193ec82dd351540ad27991e239f1e7a72"
[update]
[update.modrinth]
mod-id = "XeEZ3fK2"
version = "ROfcbxxe"
+13
View File
@@ -0,0 +1,13 @@
name = "Hold My Items - Reforged"
filename = "holdmyitemsnf-1.21.1v2.1.jar"
side = "client"
[download]
hash-format = "sha1"
hash = "c4a8d9c03c659c696d63580e9b71e7a7c64dae33"
mode = "metadata:curseforge"
[update]
[update.curseforge]
file-id = 6608571
project-id = 1246920
+13
View File
@@ -0,0 +1,13 @@
name = "LibJF"
filename = "libjf-3.17.6+forge.jar"
side = "both"
[download]
url = "https://cdn.modrinth.com/data/WKwQAwke/versions/U2XgYJpS/libjf-3.17.6%2Bforge.jar"
hash-format = "sha512"
hash = "2ca70e83ed7c43a81e31bb236cde59d2adcc79b966d4f8e9e720c59ca0e24fa0ab17b3d71725caeb2603332a9a4cea903f18e62132a3408fece8e41ed2be88e1"
[update]
[update.modrinth]
mod-id = "WKwQAwke"
version = "U2XgYJpS"
+13
View File
@@ -0,0 +1,13 @@
name = "Log Begone"
filename = "logbegone-neoforge-1.21.1-1.0.3.jar"
side = "server"
[download]
url = "https://cdn.modrinth.com/data/9ON3zv6e/versions/1OrkaiPD/logbegone-neoforge-1.21.1-1.0.3.jar"
hash-format = "sha512"
hash = "5908033aa96432ff55b9d81bd010172e353997312537f82c25b2ddf4767e8dc0100469cefc7513cf1542a919c79f090f7c74e5f29ccd788422231914335d047d"
[update]
[update.modrinth]
mod-id = "9ON3zv6e"
version = "1OrkaiPD"
+13
View File
@@ -0,0 +1,13 @@
name = "Menulogue"
filename = "menulogue-fabric-1.21.1-1.0.6.jar"
side = "client"
[download]
hash-format = "sha1"
hash = "69dcc4bab970f5ce064ac022cbc3ca0d4d2cd056"
mode = "metadata:curseforge"
[update]
[update.curseforge]
file-id = 5705587
project-id = 682371
@@ -0,0 +1,13 @@
name = "ParCool+ / Compatibility Addon NeoForge Edition"
filename = "ParCool-CompatibilityAddon-1.21.1-3.4.3.1-1.1.jar"
side = "both"
[download]
url = "https://cdn.modrinth.com/data/YpPfINZw/versions/zSCsEKfr/ParCool-CompatibilityAddon-1.21.1-3.4.3.1-1.1.jar"
hash-format = "sha512"
hash = "5905c21b742b41cd136a7dced51563f6f9dd47c231b1d47c1b9d4b22acec30ecb868339c6d67df59a18cd7a160fbcd8f0b13ce55b8b9d8f5b44595891bf2b69c"
[update]
[update.modrinth]
mod-id = "YpPfINZw"
version = "zSCsEKfr"
+13
View File
@@ -0,0 +1,13 @@
name = "ParCool!"
filename = "ParCool-1.21.1-3.4.3.3-NF.jar"
side = "both"
[download]
url = "https://cdn.modrinth.com/data/Fsvx2bdR/versions/ZgAHzqRi/ParCool-1.21.1-3.4.3.3-NF.jar"
hash-format = "sha512"
hash = "eeccbd5eae38fcf8ca92ee85d46c1a84477f2fe9fcd25565452fad53e75e5f59ecd71da827ae6da50cc1a5acc5f4289bb46038d885aaed91b51f43e3deada0e6"
[update]
[update.modrinth]
mod-id = "Fsvx2bdR"
version = "ZgAHzqRi"
-13
View File
@@ -1,13 +0,0 @@
name = "Personality"
filename = "personality-1.21.1-5.0.1.jar"
side = "both"
[download]
url = "https://cdn.modrinth.com/data/zrAMu1nt/versions/Mhze6fVw/personality-1.21.1-5.0.1.jar"
hash-format = "sha512"
hash = "af5ca43a63be9e567a8faa6cba4b3aec151d095d4a9f16d6bc873e80ee1991d86da721e46b88ae71f0db12306c62bcd854d14d0099f3c85b0b3d130259aca2c3"
[update]
[update.modrinth]
mod-id = "zrAMu1nt"
version = "Mhze6fVw"
+13
View File
@@ -0,0 +1,13 @@
name = "Piggyback"
filename = "piggyback-neoforge-1.21.1-1.1.1.jar"
side = "both"
[download]
url = "https://cdn.modrinth.com/data/yP77bAiA/versions/zBNKQZnP/piggyback-neoforge-1.21.1-1.1.1.jar"
hash-format = "sha512"
hash = "5ba29acc66d5782af44d9d4e3807ad249e1c16a33e0be870e194b59f7d9b5d09ca88081585a91be306866ef3e1004adb83fcbe7a062b3fb842c09de6192d8991"
[update]
[update.modrinth]
mod-id = "yP77bAiA"
version = "zBNKQZnP"
+13
View File
@@ -0,0 +1,13 @@
name = "Ranged Wireless Redstone"
filename = "rangedwirelessredstone-1.21.1-5.0.1.jar"
side = "both"
[download]
url = "https://cdn.modrinth.com/data/7e5g0K9D/versions/EvQuuOS2/rangedwirelessredstone-1.21.1-5.0.1.jar"
hash-format = "sha512"
hash = "5fb4251c9c4437ddd614964f458903e2942d047918ffd582ba471db23b47e9d07be50b18c45339199980d09a427f0546e2fa49aaa9d8a70d8243a83af5101abe"
[update]
[update.modrinth]
mod-id = "7e5g0K9D"
version = "EvQuuOS2"
+13
View File
@@ -0,0 +1,13 @@
name = "Respackopts"
filename = "respackopts-4.14.0+1.21.1.forge.4.jar"
side = "both"
[download]
url = "https://cdn.modrinth.com/data/TiF5QWZY/versions/zVaOQTh5/respackopts-4.14.0%2B1.21.1.forge.4.jar"
hash-format = "sha512"
hash = "af4a399586b4ea49c87a003090eabcdd7ffca04fd8d19301c169a745d2d81aa3493696480b19ea29fb004563bc7d9c1ad7d6dfbdbf53c674d0a3ed1355c0ef12"
[update]
[update.modrinth]
mod-id = "TiF5QWZY"
version = "zVaOQTh5"
+13
View File
@@ -0,0 +1,13 @@
name = "Universal Bone Meal"
filename = "UniversalBoneMeal-v21.1.0-1.21.1-NeoForge.jar"
side = "both"
[download]
url = "https://cdn.modrinth.com/data/66VIiT1y/versions/5g9aZDW0/UniversalBoneMeal-v21.1.0-1.21.1-NeoForge.jar"
hash-format = "sha512"
hash = "6569e6283ac424290e0b941bca5feb61c35c3a770ccd5a94fab64286423e2a36e60aa742c708b40be35c100f7ddb252bdf76ab26aabf8c7346b24614e8946fe2"
[update]
[update.modrinth]
mod-id = "66VIiT1y"
version = "5g9aZDW0"
-13
View File
@@ -1,13 +0,0 @@
name = "Wavey Capes"
filename = "waveycapes-neoforge-1.9.2-mc1.21.1.jar"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/kYuIpRLv/versions/uuX7ce0R/waveycapes-neoforge-1.9.2-mc1.21.1.jar"
hash-format = "sha512"
hash = "cfece9f352c616252aff09e5c7d4a7e30539c8ee161755c0d82985c00c9650e96fcc5a11ab55e4606e562b23a042420256c64d82c93da8717130f2c9841cadbb"
[update]
[update.modrinth]
mod-id = "kYuIpRLv"
version = "uuX7ce0R"
+1 -1
View File
@@ -6,7 +6,7 @@ pack-format = "packwiz:1.1.0"
[index] [index]
file = "index.toml" file = "index.toml"
hash-format = "sha256" hash-format = "sha256"
hash = "e65f927493c2247a4d904860833178e5be82a9a7564a4f13dc3d4c8948a82f95" hash = "98562a35dde313d97ff8f28901529c0b0c912ac352cba339ff8f26ac030b8bed"
[versions] [versions]
minecraft = "1.21.1" minecraft = "1.21.1"
-13
View File
@@ -1,13 +0,0 @@
name = "3D crops Revamped"
filename = "crops-3d(2).zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/PgpTtNoI/versions/iKYRZwnm/crops-3d%282%29.zip"
hash-format = "sha512"
hash = "57073e45b1499cb7c4e6e40f9314fa6bb24716f116ef83a65914c86a7999bb26d28c023afd502e2bdbce60312c225199c4e46a3194e8dbe7bb60121894338996"
[update]
[update.modrinth]
mod-id = "PgpTtNoI"
version = "iKYRZwnm"
+13
View File
@@ -0,0 +1,13 @@
name = "Better Lanterns"
filename = "Better+Lanterns+v1.2(mc-1.21).zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/PGGrfcvL/versions/jRAsb6KQ/Better%2BLanterns%2Bv1.2%28mc-1.21%29.zip"
hash-format = "sha512"
hash = "e2bbb4555928f418ec5953228fe0200ae62baffa7fc3a189cf3595843061ea76f61465d591ebdb07b05d9d2f281f6b64944f55e99343d8700f2c5f475f40f745"
[update]
[update.modrinth]
mod-id = "PGGrfcvL"
version = "jRAsb6KQ"
@@ -0,0 +1,13 @@
name = "Bray's Zombie Overhaul x Fresh Animations"
filename = "§9Bray's Zombie Overhaul FA v1.4.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/zxQU2hT0/versions/2YAVbBRq/%C2%A79Bray%27s%20Zombie%20Overhaul%20FA%20v1.4.zip"
hash-format = "sha512"
hash = "a7a29d8a8fdeef2542a1b9c102ea37ed5e1ccbbe9c964820b12e8f71e00f626dd14e5cadb863a2847ddcb1ba11b5c8fc1e49e6988f8b36bac60cffe567d76675"
[update]
[update.modrinth]
mod-id = "zxQU2hT0"
version = "2YAVbBRq"
+13
View File
@@ -0,0 +1,13 @@
name = "Comforts Modernized"
filename = "Comforts Modernized - V1.1.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/BJoffwm5/versions/uFrHNRj0/Comforts%20Modernized%20-%20V1.1.zip"
hash-format = "sha512"
hash = "8c6fd801241a778356d5af6acf17de8c5b33bb20bfdb39c7439a3305793cf260c23a12dcc48cb6f72b1f57c68a0c5245efe5875f2f239fa5b5a97a972516ec04"
[update]
[update.modrinth]
mod-id = "BJoffwm5"
version = "uFrHNRj0"
+13
View File
@@ -0,0 +1,13 @@
name = "Create-PBR"
filename = "Create-LabPBR-v12.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/CFeoJnHX/versions/z4DFwE0n/Create-LabPBR-v12.zip"
hash-format = "sha512"
hash = "ad690590ba7b517ac1ef4467bf93fcd0d766c127e2773ee80eaae4bf91c174f87ca0595b6188800365922aab490b138a8c27a7c37bc4a21b57ed32c3afe2c3ca"
[update]
[update.modrinth]
mod-id = "CFeoJnHX"
version = "z4DFwE0n"
@@ -0,0 +1,13 @@
name = "Create Style Sophisticated Backpacks"
filename = "CreateSophBackpacks.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/srJbhHkf/versions/3WMwR0Mh/CreateSophBackpacks.zip"
hash-format = "sha512"
hash = "766e3c68aff4bec310daa52f0b0800923c8171b7960f509c7f3fe8dbf8de0375e73bd4a4e5ea2b4ba9cdc77279f4d5ccbc6d3163218aa329052d42e92f0a025c"
[update]
[update.modrinth]
mod-id = "srJbhHkf"
version = "3WMwR0Mh"
@@ -0,0 +1,13 @@
name = "Create Style Sophisticated Storages"
filename = "CreateSophStorage.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/9MkP9t9t/versions/gmkQsXXv/CreateSophStorage.zip"
hash-format = "sha512"
hash = "74b24c280893b93cab80de62159c68dbd93fdc4cbb5c7c34de5c9557fcc82d4ebf8d6b29dca161fd808459c36483a8eec35b7d0a401d161aa15ba2eecb46cc82"
[update]
[update.modrinth]
mod-id = "9MkP9t9t"
version = "gmkQsXXv"
@@ -0,0 +1,13 @@
name = "Create Style Interface"
filename = "Create Style Interface 1.21.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/LkwIaJEE/versions/ycjMotjK/Create%20Style%20Interface%201.21.zip"
hash-format = "sha512"
hash = "e66192ebbcc744de2f5cbde5f3a48ba49ec1f3d465f943ded0b37a9e3f978e140780714daca02493053f1a34b76cd80a988b8f21efeb33d90ba0e43bba971a4e"
[update]
[update.modrinth]
mod-id = "LkwIaJEE"
version = "ycjMotjK"
+13
View File
@@ -0,0 +1,13 @@
name = "Cubic Sun & Moon"
filename = "cubic-sun-moon-v1.8.5.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/g4bSYbrU/versions/zHa4qeKn/cubic-sun-moon-v1.8.5.zip"
hash-format = "sha512"
hash = "6136c94c0c1ba8251a378f791cdca1cdce021fc486c50f4d1c928769e361dd9dadfc6267a2a06c902bd9509136a99fa24ffa88f84395869b889c2257124929af"
[update]
[update.modrinth]
mod-id = "g4bSYbrU"
version = "zHa4qeKn"
@@ -0,0 +1,13 @@
name = "Fresh Animations: Extensions"
filename = "FA+All_Extensions-v1.8.1.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/YAVTU8mK/versions/RfJ3uz2J/FA%2BAll_Extensions-v1.8.1.zip"
hash-format = "sha512"
hash = "a035c1e6c771177676672f93fa68858cfd949426a83bc141ad9fec6def3714aadb62c052d93b259662d03a399bd03ca70947a2ff7dd9b7262dcb16d311e33234"
[update]
[update.modrinth]
mod-id = "YAVTU8mK"
version = "RfJ3uz2J"
+13
View File
@@ -0,0 +1,13 @@
name = "Fresh Animations"
filename = "FreshAnimations_v1.10.4.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/50dA9Sha/versions/xN57JJts/FreshAnimations_v1.10.4.zip"
hash-format = "sha512"
hash = "41258f9bea1a773d823f9a014d0c08206e9e7b339bc538e1538211fff28fadd06878a836d292cbb636ed6829cd2801a509368ae3eb3ad4bedf42190a0d5f7a90"
[update]
[update.modrinth]
mod-id = "50dA9Sha"
version = "xN57JJts"
+13
View File
@@ -0,0 +1,13 @@
name = "Fresh Compats"
filename = "FreshCompats_v1.6.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/nOD7MgEz/versions/EHQK5l1g/FreshCompats_v1.6.zip"
hash-format = "sha512"
hash = "1396e1a640d6cc8012fab758d98e2ffb5ce0eb88b64c506af0d9edb3880da9257ae1ce38c0f22f6e8b5e1490f8b20851ea5b315c67f8df60ca8e3eb6f54875d3"
[update]
[update.modrinth]
mod-id = "nOD7MgEz"
version = "EHQK5l1g"
@@ -0,0 +1,13 @@
name = "Fresh Flower Pots: Compats"
filename = "§3Fresh §bFlower Pots Compats§r.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/nIWYcvUG/versions/pf4t5f7L/%C2%A73Fresh%20%C2%A7bFlower%20Pots%20Compats%C2%A7r.zip"
hash-format = "sha512"
hash = "5142c1cc81ab46fc045cef90103d1087c790a763b3820634037c8657e3c7f7a0b423341fc4201281edd49e26838d6638a17551010894750509bbb9344dfce09d"
[update]
[update.modrinth]
mod-id = "nIWYcvUG"
version = "pf4t5f7L"
+13
View File
@@ -0,0 +1,13 @@
name = "Fresh Flower Pots"
filename = "§3Fresh §bFlower Pots.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/CmEN0T1m/versions/8QUNaupx/%C2%A73Fresh%20%C2%A7bFlower%20Pots.zip"
hash-format = "sha512"
hash = "7548f249fab8caba76d18947620d54729a849107126f2de8a14c3ee31036aaa9dc8806d28968abf8544fe836fc6a15e3bd19bf2ef85eadd92da9ae94d961dc54"
[update]
[update.modrinth]
mod-id = "CmEN0T1m"
version = "8QUNaupx"
+13
View File
@@ -0,0 +1,13 @@
name = "Nautilus 3D"
filename = "Nautilus3D-V2.2.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/1MyOrwfu/versions/BYoL3YKt/Nautilus3D-V2.2.zip"
hash-format = "sha512"
hash = "14dccc63880e6943c313b19b2df21cf1bc46cd31bb50a5334acab9ff93c87801e6a6686310aced9a409af06b84ed1f1e4c293de08f57b3174fc0a836bc948834"
[update]
[update.modrinth]
mod-id = "1MyOrwfu"
version = "BYoL3YKt"
-13
View File
@@ -1,13 +0,0 @@
name = "RAY's 3D Ladders"
filename = "RAYs_3D_Ladders_v2.0.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/Uupo7yGf/versions/KEPsTS4k/RAYs_3D_Ladders_v2.0.zip"
hash-format = "sha512"
hash = "0b6c9b91d31b7daaff7d2956eb7850c6d250e3bf3e155ec9c47d586eda099ce568626be0ee93a9c6ef4e1e488394e4a50917eba00ebffdd1bb4572d9a5e3fd32"
[update]
[update.modrinth]
mod-id = "Uupo7yGf"
version = "KEPsTS4k"
-13
View File
@@ -1,13 +0,0 @@
name = "RAY's 3D Rails"
filename = "RAYs_3D_Rails_v3.0.zip"
side = "client"
[download]
url = "https://cdn.modrinth.com/data/jKa9Ievs/versions/HZjq6uZs/RAYs_3D_Rails_v3.0.zip"
hash-format = "sha512"
hash = "de97cf43bfba055c9efa6abcadb083f1ba70502ee96d1bd4b6d71be3acffd1ecfb36e56049938706f82aec2ef220534a330026f44b6bb9ed9e4b95d14971e184"
[update]
[update.modrinth]
mod-id = "jKa9Ievs"
version = "HZjq6uZs"
@@ -1,103 +0,0 @@
Complementary License Agreement 1.6
===================================
0. Terminology
--------------
0.1. "The Pack" and/or "This Pack" means the software package that this
specific license file you are reading from is found in.
0.2. "Normal Usage" means usage of The Pack as intended for the general
public. This includes most usage, but the following usages are
definitely NOT considered Normal Usage:
a. Redistributing (parts of) The Pack
b. Modifying code of The Pack
0.3. "User" and/or "Users" means people that are using The Pack under our
definition of Normal Usage.
0.4. "Modpack" means a modification package made for the video
game "Minecraft: Java Edition".
0.5. "Modified Pack" means a software package that consists of The Pack but
with the code intentionally being changed to differ from The Pack.
0.6. "Original Pack" means one of two things:
a. If "This Pack" is an original Complementary Development product,
meaning that this specific license file you are reading from is
found inside an original Complementary Development product, then
"Original Pack" directly means the same thing as "This Pack".
b. But if "This Pack" is not an original Complementary Development
product, meaning that this specific license file you are reading
from is found inside a pack that was created using the grant
detailed at section "1.3", then "Original Pack" refers to the
pack created by Complementary Development that must be mentioned
in the description page(s) of This Pack.
1. Grants
---------
1.1. All Users are free to use This Pack for Normal Usage. This isn't
limited to, but includes:
a. Using The Pack for gameplay
b. Using The Pack for content creation
1.2. This Pack is allowed to be added to a Modpack as long as the following
conditions are met:
a. This Pack must be visibly credited in the Modpack's description
page(s) if This Pack is enabled by default for new users of the
Modpack.
b. The author of the Modpack must acknowledge that any problems that
may arise from using This Pack in their Modpack is entirely under
the responsibility of the author of the Modpack.
c. The contents of This Pack must not be modified in any way,
including simple variable changes or block property additions.
d. This Pack must be added to the Modpack by using Modrinth or
CurseForge's existing systems, similar to how Modpack developers
add any other mods to their Modpacks. It is not allowed to
redistribute This Pack using a direct file upload.
1.3. This Pack is allowed to be redistributed as a Modified Pack as long as
the following conditions are met:
a. The Original Pack must be visibly credited in the description
page(s) of the Modified Pack, with a link to the official
Complementary Development website.
b. This license file must still be left inside the Modified Pack
without any changes being made to it, and it must be updated to
the latest one found in the latest version of the Original Pack
every time the Modified Pack gets updated to make more use of the
code from the Original Pack.
c. The Modified Pack must not have the word "Complementary" in its
name, and there should be at least 3 character difference between
the name of the Modified Pack and the Original Pack. Adding or
removing non-alphabetic characters or the removal of
"Complementary" does not count as a character difference.
d. The Modified Pack must look noticeably different from the
Original Pack in multiple common gameplay scenarios that must
include daytime overworld visuals, regardless of the setting or
variable changes in the Modified Pack and/or the Original Pack.
e. The Modified Pack must not have any other license agreements
or terms other than this agreement, regardless of how much new
code has been added to the Modified Pack.
2. Denied Cases
---------------
2.1. Any usage or redistribution of any part of This Pack that isn't
explicitly covered in the "Grants" section of this license should be
treated as "All Rights Reserved". Only exceptions are the files that
contain a notice that they are covered by a different license.
2.2. This agreement only applies to the version of This Pack that this exact
file can be found in. This agreement is not valid for future or past
versions of The Pack unless they contain the exact same agreement.
3. License Infringement
-----------------------
3.1. By using This Pack for any purpose, you agree that Complementary
Development has the right to take action against you in the case of a
license infringement, regardless of This Pack being the Original Pack
or not.
3.2. Complementary Development reserves its rights to not take action
against cases that it deems harmless or not harmful enough to matter.
For this reason, cases that Complementary Development did not take
action against in the past cannot be used as an excuse to ignore this
agreement.
@@ -1 +0,0 @@
https://www.euphoriapatches.com/credits
@@ -1,82 +0,0 @@
Euphoria Patches License Agreement v1.1
=======================================
0. Definitions
--------------
Capitalized terms not defined below have the meanings given in the
Complementary License Agreement (“CLA”) v1.5. In addition:
a. “Patcher Mod” means the EuphoriaPatcher mod used to generate Euphoria Patches.
b. “Dev Version” means any development build published on the Euphoria
Patches Support Pages by SpacEagle17.
c. “Complementary Installer” means the official installer available at
https://complementary.dev used to generate official, unmodified builds
of This Pack.
1. Scope & Inheritance
----------------------
1.1. This License extends and supplements the CLA v1.5. Except as explicitly
modified herein, all terms, definitions, and conditions of the CLA v1.5 apply.
Where any conflicts exist between this License and the CLA, this License takes precedence.
2. Grants
---------
2.1. Generation Requirement
Except for Dev Versions, You may only obtain unmodified copies of This Pack by:
a. Running the Patcher Mod on the corresponding source, or
b. Using the Complementary Installer (for official, unmodified builds only).
Any other form of direct redistribution is prohibited.
2.2. Redistribution in Modpacks
You may include This Pack in a Modpack only if:
a. The Modpack includes the required Patcher mod to generate this Pack.
2.3. Redistribution as a Modified Pack
You may distribute This Pack as part of a Modified Pack only if:
a. It is distributed exclusively through a patching mechanism
functionally similar to the Patcher Mod.
b. All requirements in CLA §1.3 must be followed, including:
- Clear credit to the Original Pack and Euphoria Patches with a link to euphoriapatches.com
- Inclusion of the unmodified latest version of this license
- Proper name differentiation
Exception: Big visual differences are not a requirement unlike the CLA
c. The Modified Pack must not include “Euphoria” in its name, and there
must be at least a three-character difference between the name of
the Modified Pack and This Pack. Adding/removing non-alphabetic
characters does not count.
3. Denied Uses & Termination
----------------------------
3.1. Any use, distribution, or modification not explicitly permitted in
Section 2 or the CLA should be considered “All Rights Reserved.”
Only exceptions are files that are separately marked with different
licenses.
3.2. This license and all associated rights terminate automatically if You
violate any of its terms.
4. Disclaimer of Warranty
-------------------------
This software is provided “as is,” without warranty of any kind,
express or implied, including but not limited to the warranties of
merchantability, fitness for a particular purpose, or non-infringement.
5. Limitation of Liability
--------------------------
In no event shall Euphoria Patches, its authors, or contributors be liable
for any direct, indirect, incidental, special, exemplary, or consequential
damages (including, but not limited to, procurement of substitute goods or
services; loss of use, data, or profits; or business interruption) arising
in any way out of the use of This Pack, even if advised of the possibility
of such damage.
6. License Infringement
-----------------------
6.1. All provisions from CLA §3 (“License Infringement”) apply equally here,
with “Complementary Development” replaced by “Euphoria Patches.”
6.2. Euphoria Patches reserves the right to take action against any
infringement, but may also choose not to in cases deemed harmless.
Lack of enforcement in specific cases does not constitute a waiver.
@@ -1,30 +0,0 @@
```
██╗███╗ ██╗███████╗ ██████╗ ██████╗ ███╗ ███╗ █████╗ ████████╗██╗ ██████╗ ███╗ ██╗
██║████╗ ██║██╔════╝██╔═══██╗██╔══██╗████╗ ████║██╔══██╗╚══██╔══╝██║██╔═══██╗████╗ ██║
██║██╔██╗ ██║█████╗ ██║ ██║██████╔╝██╔████╔██║███████║ ██║ ██║██║ ██║██╔██╗ ██║
██║██║╚██╗██║██╔══╝ ██║ ██║██╔══██╗██║╚██╔╝██║██╔══██║ ██║ ██║██║ ██║██║╚██╗██║
██║██║ ╚████║██║ ╚██████╔╝██║ ██║██║ ╚═╝ ██║██║ ██║ ██║ ██║╚██████╔╝██║ ╚████║
╚═╝╚═╝ ╚═══╝╚═╝ ╚═════╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚═══╝
```
# What is Euphoria Patches?
Euphoria Patches is an add-on for Complementary Shaders, developed by SpacEagle17. It aims to extend Complementary with more optional handcrafted features and settings.
Check the [official website](https://www.euphoriapatches.com/) and all its sub pages for more info or contact SpacEagle17
**Please don't report any issues encountered using this add-on to EminGT.**
# [Contact:](https://www.euphoriapatches.com/contact/) https://www.euphoriapatches.com/contact/
# When does Euphoria Patches update?
Euphoria Patches Updates Immediately after a new Complementary Version is out. This includes dev versions. Euphoria Patches dev versions are available on **[Ko-Fi](https://ko-fi.com/spaceagle17)** or **[Patreon](https://www.patreon.com/SpacEagle17)**!
# Contribute
Add **[Modded Blocks](https://github.com/EuphoriaPatches/propertiesFiles)** or **[Translation Files](https://github.com/EuphoriaPatches/langFiles)** to Euphoria Patches!
# How to support Euphoria Patches
Support the development on [Patreon](https://www.patreon.com/SpacEagle17) or [Ko-Fi](https://ko-fi.com/spaceagle17) and get early Updates.
@@ -1 +0,0 @@
This version of Euphoria Patches is an add-on for Complementary Shaders r5.7.1 by EminGT
@@ -1,469 +0,0 @@
### Last updated: February 01, 2026, 10:31 UTC
[# Copyright (c) 2026 SpacEagle17 Licensed under the MIT License: https://opensource.org/licenses/MIT]: #
# CURRENTLY ADDED MODS
### WHERE TO CONTRIBUTE:
If you want to contribute to the Euphoria Patches modded support library, please only edit the files from GitHub. https://euphoriapatches.com/properties
---
### What is this file?
Here we can keep track of what mods have been added and what version a contributor used to add said mod. Whenever a new mod is added, _please_ include it here for future reference!!
---
## Mod List
| Mod Name | Version | Status |
|----------|---------|--------|
| [\[Let's Do\] Bakery](https://modrinth.com/mod/lets-do-bakery) | | Partial Support |
| [\[Let's Do\] Beachparty](https://modrinth.com/mod/lets-do-beachparty) | | Partial Support |
| [\[Let's Do\] BloomingNature](https://modrinth.com/mod/lets-do-bloomingnature) | | Partial Support |
| [\[Let's Do\] Candlelight](https://modrinth.com/mod/lets-do-candlelight) | | Partial Support |
| [\[Let's Do\] Farm & Charm](https://modrinth.com/mod/lets-do-farm-charm) | | Partial Support |
| [\[Let's Do\] HerbalBrews](https://modrinth.com/mod/lets-do-herbalbrews) | | Partial Support |
| [\[Let's Do\] Meadow](https://modrinth.com/mod/lets-do-meadow) | | Partial Support |
| [\[Let's Do\] Vinery](https://modrinth.com/mod/lets-do-vinery) | | Foliage Only |
| [\[Let's Do\] WilderNature](https://modrinth.com/mod/lets-do-wildernature) | | Miniscule |
| [Absent by Design](https://modrinth.com/mod/absent-by-design) | | Partial Support |
| [Ad Astra](https://modrinth.com/mod/ad-astra) | 1.15.18 | Fully Added |
| [Additional Additions](https://modrinth.com/mod/addadd) | 6.0.1 | Fully Added |
| [Additional Lanterns](https://modrinth.com/mod/additional-lanterns) | 1.1.1a | Fully Added |
| [Additional Ores](https://modrinth.com/mod/additional-ores-world) | 0.3 | Partial Support |
| [Additional Placements](https://modrinth.com/mod/additional-placements) | 2.3.1 | Autogenerated Content | # Any slabs, stairs, pressure plates, and carpets are autogenerated.
| [Advanced Netherite](https://modrinth.com/mod/advanced-netherite) | | Partial Support |
| [AdventureZ](https://modrinth.com/mod/adventurez) | 1.4.20 | Fully Added |
| [The Aether](https://modrinth.com/mod/aether) | 1.5.8 | Fully Added |
| [Aether: Lost Content Addon](https://modrinth.com/mod/aether-lost-content) | | Miniscule |
| [The Aether: Redux](https://modrinth.com/mod/the-aether-redux) | | Partial Support |
| [Alex's Caves](https://modrinth.com/mod/alexs-caves) | | Fully Added |
| [All The Tweaks](https://www.curseforge.com/minecraft/mc-mods/all-the-tweaks) | | Fully Added |
| [Alloy Forgery](https://www.curseforge.com/minecraft/mc-mods/alloy-forgery) | 2.1.2 | Fully Added | #ADreadedKing
| [AllTheCompressed](https://www.curseforge.com/minecraft/mc-mods/allthecompressed) | | Fully Added |
| [Allthemodium](https://www.curseforge.com/minecraft/mc-mods/allthemodium) | | Fully Added |
| [Amendments](https://modrinth.com/mod/amendments) | 1.2.19 | Fully Added |
| [Ancient Aether](https://modrinth.com/mod/ancient-aether) | 3.0.1 | Partial Support |
| [Another Furniture](https://modrinth.com/mod/another-furniture) | 3.0.1 | Fully Added |
| [AntiBlocksReChiseled](https://modrinth.com/mod/antiblocksrechiseled) | 0.10.4 | Fully Added |
| [Applied Energistics 2](https://modrinth.com/mod/ae2) | 19.2.9 | Fully Added |
| [Aqua Acrobatics](https://www.curseforge.com/minecraft/mc-mods/aqua-acrobatics) | 1.15.3 | Fully Added |
| [Aquaculture 2](https://www.curseforge.com/minecraft/mc-mods/aquaculture) | 2.5.2 | Fully Added |
| [Aquaculture Delight](https://www.curseforge.com/minecraft/mc-mods/aquaculture-delight) | 1.0.0 | Fully Added |
| [Aquamirae](https://www.curseforge.com/minecraft/mc-mods/aquamirae-fabric) | 6 API16 | Fully Added | # Added missing blocks and items and adjusted equipment materials. Also added Astral Dust from Obscure API
| [Aquatic Torches](https://modrinth.com/mod/aquatic-torches) | 1.0.1 | Fully Added |
| [Architect's Palette](https://modrinth.com/mod/architects-palette) | | Partial Support |
| [Ars Creo](https://www.curseforge.com/minecraft/mc-mods/ars-creo) | 5.1.0 | Fully Added |
| [Ars Elemental](https://www.curseforge.com/minecraft/mc-mods/ars-elemental) | 0.7.6.2 | Fully Added | # Set LabPBR > Integrated for better emission on source vines.
| [Ars Nouveau](https://www.curseforge.com/minecraft/mc-mods/ars-nouveau) | 5.10.2 | Fully Added |
| [Ars Nouveau's Flavors & Delight](https://modrinth.com/mod/arsdelight) | 2.1.7 | Fully Added |
| [Ars Énergistique](https://modrinth.com/mod/ars-energistique) | 2.1.1-beta | Fully Added |
| [Artifacts](https://modrinth.com/mod/artifacts) | 9.5.12 | Fully Added |
| [Artifality](https://modrinth.com/mod/artifality) | 0.6.1 | Fully Added |
| [Arts & Crafts](https://modrinth.com/mod/artsandcrafts) | 1.5.1 | Foliage Only |
| [Astrological (End Terrain & Biomes)](https://modrinth.com/mod/astrological) | | Partial Support | # Was formally called Inversia, mod ID must have changed at some point. We should keep both
| [Atmospheric](https://modrinth.com/mod/atmospheric) | | Foliage Only |
| [ATO - All the Ores](https://www.curseforge.com/minecraft/mc-mods/ato) | | Fully Added |
| [Automobility](https://www.curseforge.com/minecraft/mc-mods/automobility) | 0.4.2 | Miniscule |
| [Autumnity](https://modrinth.com/mod/autumnity) | | Partial Support |
| [Bamboo Everything](https://www.curseforge.com/minecraft/mc-mods/bamboo-everything) | 3.0.3 | Fully Added |
| [Beast Slayer](https://www.curseforge.com/minecraft/mc-mods/beast-slayer) | 2.0_test1 | Blocks Only | # Think this mod used to be called Ancient Beasts, at least that's what the mod namespace has
| [Beautify!](https://modrinth.com/mod/beautify) | 2.0.2 | Partial Support | # Hanging flower pots still needs work to make it look good
| [Bedrockify](https://modrinth.com/mod/bedrockify) | 1.9.1 | Fully Added | # This mod only adds 2 types of cauldrons
| [Better End Ore](https://modrinth.com/mod/better-end-ore) | 1.0.3 | Fully Added |
| [Better Tridents](https://modrinth.com/mod/better-tridents) | 8.0.1 | Fully Added | # This mod only adds a single item
| [BetterArcheology](https://www.curseforge.com/minecraft/mc-mods/better-archeology) | 1.2.1 | Blocks Only |
| [BetterEnd](https://modrinth.com/mod/betterend) | 4.0.11 | Fully Added |
| [BetterNether](https://modrinth.com/mod/betternether) | 9.0.10 | Fully Added |
| [BiblioCraft](https://www.curseforge.com/minecraft/mc-mods/bibliocraft) | 2.4.6 | Partial Support | # Lots of block entities in this mod
| [Bigger Reactors](https://www.curseforge.com/minecraft/mc-mods/biggerreactors) | | Fully Added |
| [Biome Makeover](https://modrinth.com/mod/biome-makeover) | | Fully Added |
| [Biomes O' Plenty](https://modrinth.com/mod/biomes-o-plenty) | 21.1.0.7 | Fully Added |
| [The Block Box](https://modrinth.com/mod/the-block-box) | 0.1.1 | Fully Added |
| [Blockcraftery](https://www.curseforge.com/minecraft/mc-mods/blockcraftery) | 1.2.0 | Fully Added | # Another copycat mod. Can't do much but put ID's in no properties
| [Blockus](https://modrinth.com/mod/blockus) | 2.9.9 | Fully Added |
| [Blood Magic](https://modrinth.com/mod/blood-magic) | | Partial Support |
| [Blossom](https://modrinth.com/mod/blossom) | 1.0.7 | Fully Added |
| [Blue Skies](https://modrinth.com/mod/blue-skies) | | Partial Support |
| [Born in Chaos](https://www.curseforge.com/minecraft/mc-mods/born-in-chaos) | 1.3.1 | Fully Added |
| [Bosses Of Mass Destruction](https://www.curseforge.com/minecraft/mc-mods/bosses-of-mass-destruction) | 1.7.5 | Fully Added | # Added all blocks, almost all items, and some of the entities. I unfortunately couldn't find any good IDs for the Void Blossom or Obsidilith.
| [Botania](https://modrinth.com/mod/botania) | | Partial Support |
| [Bountiful](https://modrinth.com/mod/bountiful) | 6.0.4 | Fully Added | # Changed Bounty Board to have no properties as the paper had a metalic shine
| [Bountiful Fares](https://modrinth.com/mod/bountiful-fares) | | Fully Added |
| [The Box Of Horrors](https://modrinth.com/mod/the-box-of-horrors) | | Partial Support |
| [Brazilian Delight](https://modrinth.com/mod/braziliandelight) | 1.1.0 | Foliage Only |
| [Brewin' And Chewin'](https://modrinth.com/mod/brewin-and-chewin) | 4.3.0 | Fully Added |
| [The Broken Content](https://modrinth.com/mod/thebrokencontent) | 1.5.1 | Blocks Only | #Only added Corrupted bedrock for now as it is the only block that glows.
| [The Broken Script](https://modrinth.com/mod/the-broken-script) | 1.9.7 | Fully Added | #Only added err.integrity block as mod dev said that should be the only colored block that glows
| [Bronze](https://modrinth.com/mod/bronze) | 2.0.1 | Ores Only |
| [Burnt](https://modrinth.com/mod/burnt) | | Fully Added |
| [Bushier Flowers](https://modrinth.com/mod/bushier-flowers) | | Partial Support |
| [Butchery](https://modrinth.com/mod/butchery) | 3.5.5 | Fully Added |
| [Buzzier Bees](https://modrinth.com/mod/buzzier-bees) | | Partial Support |
| [Capsule](https://www.curseforge.com/minecraft/mc-mods/capsule) | 3.4.76 | Miniscule |
| [Caupona](https://modrinth.com/mod/caupona) | | Partial Support |
| [Caverns & Chasms](https://modrinth.com/mod/caverns-and-chasms) | 2.0.0 | Partial Support |
| [CC: Tweaked](https://modrinth.com/mod/cc-tweaked) | 1.115.1 | Fully Added |
| [Chalk](https://modrinth.com/mod/chalk-mod) | | Fully Added |
| [Charm](https://modrinth.com/mod/charm) | 6.0.24 | Fully Added | # Added all missing blocks and items in this version, available as Charm Forked here: https://modrinth.com/mod/charm-forked . v7.0.0+ has new, unadded blocks from my knowledge
| [ChemLib](https://www.curseforge.com/minecraft/mc-mods/chemlib) | | Partial Support |
| [Chipped](https://modrinth.com/mod/chipped) | 3.0.7 | Fully Added |
| [Chisel](https://www.curseforge.com/minecraft/mc-mods/chisel) | 1.0.2.45 | Blocks Only |
| [Chisel Reborn](https://www.curseforge.com/minecraft/mc-mods/chisel-reborn) | 2.0.0 | Blocks Only |
| [Chisels & Bits](https://www.curseforge.com/minecraft/mc-mods/chisels-bits) | 14.33 | Blocks Only | # Support kinda sucks, but what else can you do with a chiseling out rocks mod.
| [ChocoCraft Plus](https://modrinth.com/mod/chococraft-plus) | 4.5.8 | Fully Added |
| [Chocolate Quest Repoured](https://www.curseforge.com/minecraft/mc-mods/cqrepoured)| 2.6.15B | Blocks Only |
| [Chunk Loaders](https://modrinth.com/mod/chunk-loaders) | 1.2.8 | Fully Added | # Why doesn't these loaders get effect by any ID??
| [Cinderscapes](https://modrinth.com/mod/cinderscapes) | 5.2.0 | Fully Added |
| [Clockwork](https://modrinth.com/mod/create-clockwork) | | Miniscule |
| [Cobblemon](https://modrinth.com/mod/cobblemon) | | Partial Support | # Someone should see if the entities look good
| Colight | | Fully Added |
| [Comforts](https://www.curseforge.com/minecraft/mc-mods/comforts) | 1.4.1.3 | Fully Added |
| [Condiments](https://modrinth.com/mod/condiments) | 1.3.0 | Fully Added / Autogenerated Content | # Generates block variants for detected wood types
| [Construct's Armory](https://www.curseforge.com/minecraft/mc-mods/constructs-armory) | 1.3.4 | Miniscule |
| [Cooking For Blockheads](https://www.curseforge.com/minecraft/mc-mods/cooking-for-blockheads) | 21.1.17 | Fully Added |
| [Corn Delight](https://modrinth.com/mod/corn-delight) | | In Testing | # Corn plants are 2 blocks tall, current blocks.properties only has one entry!
| [Countered's Terrain Slabs](https://modrinth.com/mod/countereds-terrain-slabs) | 1.3.0 | Fully Added |
| [Crate Delight](https://modrinth.com/mod/crate-delight/versions) | 24.11.22 | Fully Added |
| [Create](https://modrinth.com/mod/create) | 6.0.4 | In Testing |
| [Create Big Cannons](https://modrinth.com/mod/create-big-cannons) | 5.8.2 | Fully Added |
| [Create Crafts & Additions](https://modrinth.com/mod/createaddition) | 1.4.2 | Fully Added |
| [Create Deco](https://modrinth.com/mod/create-deco) | 2.0.2 | Fully Added |
| [Create Enchantment Industry](https://modrinth.com/mod/create-enchantment-industry) | 2.0.12 | Fully Added |
| [Create Goggles](https://modrinth.com/mod/create-goggles) | 0.5.6 | Fully Added |
| [Create Slice & Dice](https://modrinth.com/mod/slice-and-dice) | 3.3.1 | Miniscule |
| [Create Utilities](https://modrinth.com/mod/create-utilities) | 0.3.0 | Fully Added | # Parts of blocks that use the end portal shader doesn't render at all
| [Create: Bitterballen](https://modrinth.com/mod/create-bitterballen) | | Miniscule |
| [Create: DDCL](https://modrinth.com/mod/create-ddcl) | 1.0.0 | Blocks Only |
| [Create: Dragons Plus](https://modrinth.com/mod/create-dragons-plus) | 1.3.5 | Fully Added |
| [Create: Estrogen](https://modrinth.com/mod/estrogen) | | Partial Support |
| [Create: Framed](https://modrinth.com/mod/create-framed) | 1.6.6 | Fully Added |
| [Create: Garnished](https://modrinth.com/mod/create-garnished) | | Foliage Only |
| [Create: New Age](https://modrinth.com/mod/create-new-age) | | Miniscule |
| [Create: Steam 'n' Rails](https://modrinth.com/mod/create-steam-n-rails) | 1.6.9 | Fully Added |
| [Create: The Factory Must Grow](https://www.curseforge.com/minecraft/mc-mods/create-industry) | 0.9.3-1.20.1 | Partial Support | #Only touched block.properties here; most blocks besides the concrete, cinderblocks, bauxit, and galena were added
| [Created Metallurgy](https://www.curseforge.com/minecraft/mc-mods/create-metallurgy) | 0.0.6-1.20.1 | Partial Support | #The lightbulbs should have their respected color
| [Croptopia](https://www.curseforge.com/minecraft/mc-mods/croptopia) | 3.0.4 | Fully Added |
| [Crystalcraft Unlimited](https://modrinth.com/mod/crystalcraft-unlimited) | 1.0.0 | Partial Support |
| [Cuisine Delight](https://www.curseforge.com/minecraft/mc-mods/cuisine-delight) | 1.1.14 | Fully Added |
| [Culinary Construct](https://www.curseforge.com/minecraft/mc-mods/culinary-construct) | 1.3.4 | Miniscule |
| [Cultural Delights](https://modrinth.com/mod/cultural-delights) | 0.16.3 | Partial Support |
| [Darker Depths](https://www.curseforge.com/minecraft/mc-mods/darker-depths) | | Partial Support |
| [Debark](https://www.curseforge.com/minecraft/mc-mods/debark) | 0.1.3 | Autogenerated Content |
| [Decorative Blocks](https://modrinth.com/mod/decorative-blocks) | | Miniscule |
| [Deep Aether](https://modrinth.com/mod/deep-aether) | | Foliage Only |
| [Deeper and Darker](https://modrinth.com/mod/deeperdarker) | | Partial | #added emissive color to gloomy sculk
| [Delightful](https://www.curseforge.com/minecraft/mc-mods/delightful) | 1.3 | Blocks Only |
| [Dense Ores - Abundant!](https://www.curseforge.com/minecraft/mc-mods/dense-ores-abundant) | 1.2.2 | Fully Added |
| [Diagonal Fences](https://modrinth.com/mod/diagonal-fences) | v21.1.1 | Autogenerated Content | # Autogenerates diagonal fences.
| [Diagonal Walls](https://modrinth.com/mod/diagonal-walls) | v21.1.2 | Autogenerated Content | # Autogenerates diagonal walls.
| [Diagonal Windows](https://modrinth.com/mod/diagonal-windows) | v21.1.2 | Autogenerated Content | # Autogenerates diagonal glass panes.
| [Diamond In The Rough](https://modrinth.com/mod/diamond-in-the-rough) | 1.2.1 | Fully Added |
| [Dimensional Doors](https://modrinth.com/mod/dimensionaldoors) | 5.3.4 | Fully Added / Autogenerated Content | # Dimensional doors are auto-generated, most doors are now tagged with ag_door. Any stragglers should still be added
| [Dis-Enchanting Table](https://modrinth.com/mod/dis-enchanting-table) | 4.0.2 | Fully Added |
| [Doctor Who: Weeping Angels](https://modrinth.com/mod/weeping-angels) | | Miniscule |
| [Draconic Evolution](https://modrinth.com/mod/draconic-evolution) | | Miniscule |
| [DRG Flares](https://www.curseforge.com/minecraft/mc-mods/drg-flares) | 1.2.8 | Fully Added | # Emissives added to the flare entity and all flare items
| [Durability Overhaul](https://modrinth.com/mod/durability-overhaul) | 1.11.0 | Fully Added |
| [Dynamic Trees](https://modrinth.com/mod/dynamictrees) | 1.5.0-BETA07 | Fully Added |
| [Dynamic Trees +](https://modrinth.com/mod/dynamictreesplus) | 1.3.0-BETA2 | Fully Added |
| [Dynamic Trees - Alex's Mobs](https://www.curseforge.com/minecraft/mc-mods/dynamic-trees-alexs-mobs) | | Foliage Only |
| [Dynamic Trees - Arts and Crafts](https://modrinth.com/mod/dynamic-trees-arts-and-crafts) | | Fully Added |
| [Dynamic Trees - Autumnity](https://www.curseforge.com/minecraft/mc-mods/dynamic-trees-autumnity) | | Foliage Only |
| [Dynamic Trees - Beachparty](https://www.curseforge.com/minecraft/mc-mods/dynamic-trees-for-beachparty) | | Foliage Only |
| [Dynamic Trees - Biomes O' Plenty](https://modrinth.com/mod/dynamic-trees-biomes-o-plenty) | | Fully Added |
| [Dynamic Trees - BloomingNature](https://www.curseforge.com/minecraft/mc-mods/dynamic-trees-for-bloomingnature) | | Foliage Only |
| [Dynamic Trees - Cobblemon](https://modrinth.com/mod/dynamic-trees-cobblemon) | | Fully Added |
| [Dynamic Trees - Croptopia](https://modrinth.com/mod/dynamic-trees-croptopia) | | Fully Added |
| [Dynamic Trees - Ecologics](https://modrinth.com/mod/dynamic-trees-ecologics) | | Fully Added |
| [Dynamic Trees - Fish of Thieves](https://modrinth.com/mod/dynamic-trees-fish-of-thieves) | | Fully Added |
| [Dynamic Trees - Hexcasting](https://modrinth.com/mod/dynamic-trees-hexcasting) | | Fully Added |
| [Dynamic Trees - Hexerei](https://www.curseforge.com/minecraft/mc-mods/dynamic-trees-hexerei) | | Foliage Only |
| [Dynamic Trees - Meadow](https://www.curseforge.com/minecraft/mc-mods/dynamic-trees-for-meadow) | | Foliage Only |
| [Dynamic Trees - More Apple Trees](https://modrinth.com/mod/dynamic-trees-more-apple-trees) | | Fully Added |
| [Dynamic Trees - Nature's Spirit](https://modrinth.com/mod/dynamic-trees-for-natures-spirit) | | Fully Added |
| [Dynamic Trees - Neapolitan](https://www.curseforge.com/minecraft/mc-mods/dynamic-trees-neapolitan) | | Foliage Only |
| [Dynamic Trees - Quark](https://modrinth.com/mod/dynamic-trees-quark) | | Fully Added |
| [Dynamic Trees - Regions Unexplored](https://modrinth.com/mod/dynamic-trees-ru) | | Foliage Only |
| [Dynamic Trees - Slayers Beasts](https://modrinth.com/mod/dynamictrees-slayersbeasts) | | Fully Added |
| [Dynamic Trees - Sonicraft](https://modrinth.com/mod/dynamic-trees-sonicraft) | | Fully Added |
| [Dynamic Trees - Super Block World](https://modrinth.com/mod/dynamic-trees-super-block-world) | | Fully Added |
| [Dynamic Trees - Terralith](https://modrinth.com/mod/dynamic-trees-terralith) | | Fully Added |
| [Dynamic Trees - TFC](https://modrinth.com/mod/dynamictreestfc) | | Fully Added |
| [Dynamic Trees - The Aether](https://modrinth.com/mod/dynamic-trees-aether) | | Fully Added |
| [Dynamic Trees - Upgrade Aquatic](https://www.curseforge.com/minecraft/mc-mods/dynamic-trees-upgrade-aquatic) | | Foliage Only |
| [Dynamic Trees - Vinery](https://www.curseforge.com/minecraft/mc-mods/dynamic-trees-for-vinery) | | Foliage Only |
| [Easy Anvils](https://modrinth.com/mod/easy-anvils) | 21.1.0 | Fully Added |
| [Easy Anvils](https://modrinth.com/mod/easy-anvils) | v21.1.0 | Fully Added |
| [Easy Magic](https://modrinth.com/mod/easy-magic) | 21.1.0 | Fully Added |
| [Ecologics](https://modrinth.com/mod/ecologics) | 2.2.0 | Fully Added |
| eidolon | | Miniscule / Unknown | # Unsure of which fork was used to add support
| [Eidolon Repraised](https://modrinth.com/mod/eidolonrepraised) | 0.3.8.15 | Partial Support |
| [EldritchEnd](https://www.curseforge.com/minecraft/mc-mods/eldritch-end) | 0.3.2 | Miniscule | #added ore emissive to etyr ore
| [Ember's Kiln](https://modrinth.com/mod/embers-kiln) | 1.1.2 | Fully Added |
| [Enchanting Plus](https://www.curseforge.com/minecraft/mc-mods/enchanting-plus) | 5.0.0 | Fully Added |
| [End Remastered](https://modrinth.com/mod/endrem) | 5.2.4 | Fully Added | # Added Undead Soul
| [Ender IO](https://modrinth.com/mod/enderio) | 7.1.8-alpha | In Testing | # Lots of jank here, did the best I could but lets see what people think before we call it "done". Glass render layers can't be changed so placing this stuff in the only other ID possible, being glazed terracotta. Machinery blocks don't give off any light what-so-ever but have flame and soul flame animations, limiting us to blocks with "fake" ACL lighting.
| [Ender Zoology](https://modrinth.com/mod/ender-zoology) | 8.0.3 | Fully Added |
| [Enhanced Celestials](https://modrinth.com/mod/enhanced-celestials) | 5.0.2.3 | Fully Added |
| [Environmental](https://modrinth.com/mod/environmental) | | Foliage Only |
| [Et Futurum Requiem](https://modrinth.com/mod/etfuturum) | | Partial Support | # For GTNH/1.7.10, about half added
| [Etcetera](https://modrinth.com/mod/etcetera/versions) | | Miniscule |
| [Eternal Starlight](https://www.curseforge.com/minecraft/mc-mods/eternal-starlight) | 0.2.0 | Partial Support |
| [Eternal Starlight Vanilla Ores](https://modrinth.com/mod/eternal-starlight-vo) | 1.0.0 | Fully Added |
| [Every Compat \(Wood Good\)](https://modrinth.com/mod/every-compat) | 2.11.19 | Autogenerated Content | # This mod now includes tags to better support blocks. You can already see a list within block.properties and how to add more wood types. Maybe need to do /reload for all tags to appear.
| [EvilCraft](https://modrinth.com/mod/evilcraft) | | Foliage Only |
| [Ex Deorum](https://modrinth.com/mod/ex-deorum) | | Fully Added |
| [Excavated Variants](https://modrinth.com/mod/excavated_variants) | | Autogenerated Content |
| [Expanded Delight](https://modrinth.com/mod/expanded-delight) | 0.1.3.1 | Fully Added |
| [Extended Block Shapes](https://modrinth.com/mod/extshape) | 3.1.1 | Fully Added | # Total fucking anguish trying to add this.
| [Extended Block Shapes - Blockus](https://modrinth.com/mod/extshape_blockus) | 3.1.0 | Fully Added | # Same with you
| [ExtendedAE](https://www.curseforge.com/minecraft/mc-mods/ex-pattern-provider) | 2.1.8 | Fully Added | #AdreadedKing
| [Extractinator](https://modrinth.com/mod/extractinator) | 2.3.0 | Fully Added |
| [Eyes in the Darkness](https://www.curseforge.com/minecraft/mc-mods/eyes-in-the-darkness) | 0.1.0 | Fully Added |
| [Fabric Seasons: Extras](https://modrinth.com/mod/fabric-seasons-extras) | 1.2-BETA | Fully Added |
| [Fairy Lights](https://www.curseforge.com/minecraft/mc-mods/fairy-lights)| 5.0.0 | Fully Added / Unknown | # Supposidly the mod will be fixed to allow ACL on the lights, someone should check on this after some time has passed.
| [The Farlanders](https://modrinth.com/mod/the-farlanders) | | Miniscule |
| [Farmer's Delight](https://modrinth.com/mod/farmers-delight) | | Fully Added | # Added an older ID for Rice Panicles
| [Farmer's Knives](https://modrinth.com/mod/farmers-knives) | 3.0.2 | Miniscule | # Only added Additional Additions knives
| [Farmer's Respite](https://www.curseforge.com/minecraft/mc-mods/farmers-respite) | | Partial Support |
| [Farming for Blockheads](https://modrinth.com/mod/farming-for-blockheads) | 3.1.28 | Fully Added |
| [Fast Paintings](https://modrinth.com/mod/fast-paintings) | 1.2.15 | Fully Added |
| [Fish's Undead Rising](https://www.curseforge.com/minecraft/mc-mods/fishs-undead-rising) | 1.4.0 | Blocks Only |
| [Fixed](https://modrinth.com/mod/fixed) | 1.6.0 | Fully Added |
| [Flower Patch](https://modrinth.com/mod/flower-patch) | | Foliage Only | # Someone should confirm if the flowers can be placed in flower pots
| [Forbidden and Arcanus](https://modrinth.com/mod/forbidden-arcanus) | | Miniscule |
| [Fossils and Archaeology: Legacy](https://modrinth.com/mod/fossils-and-archaeology-legacy) | 1.4.9 | Fully Added |
| [Frame Changer](https://modrinth.com/mod/frame-changer) | | Miniscule |
| [Framed Blocks](https://www.curseforge.com/minecraft/mc-mods/framedblocks) | 10.2.0 | Partial Support |
| [Friends&Foes](https://modrinth.com/mod/friends-and-foes) | 3.0.9 | Partial Support | # Entities needs done
| [Frights and Foliage](https://modrinth.com/mod/frights-and-foliage) | 1.0.1 | Fully Added |
| [Frostiful](https://modrinth.com/mod/frostiful) | 1.0.11 | Partial Support |
| [Fruits Delight](https://modrinth.com/mod/fruits-delight) | 1.0.11 | Partial Support |
| [FTB Materials](https://www.curseforge.com/minecraft/mc-mods/ftb-materials) | 21.1.3 | Ores Added |
| [Functional Storage](https://modrinth.com/mod/functional-storage) | 1.4.2 | Fully Added |
| [Galosphere](https://modrinth.com/mod/galosphere) | | Partial Support |
| [Gardens of the Dead](https://modrinth.com/mod/gardens-of-the-dead) |4.0.1 | Fully Added |
| [Gauges & Switches](https://www.curseforge.com/minecraft/mc-mods/redstone-gauges-and-switches) | 1.2.22 | Miniscule | #Only did the alarm lamp
| [Geode+](https://modrinth.com/mod/geode-plus) | | Partial Support |
| [Good Ending](https://modrinth.com/mod/good-ending) | 1.0.1 | Miniscule |
| [Grappling Hook Mod: Restitched](https://modrinth.com/mod/grappling-hook-mod-fabric) | 1.99.0 | Fully Added |
| [Gravestones](https://modrinth.com/mod/gravestones) | v1.15 | Fully Added |
| [Gravestones - Pneumono_](https://modrinth.com/mod/pneumono_gravestones) | 1.0.9 | Fully Added |
| [GregTech CE Unofficial](https://www.curseforge.com/minecraft/mc-mods/gregtech-ce-unofficial) | | Miniscule / Unknown | # Mod ID is gtceu, Unknown if this mod was the one used.
| [GregTechCEu Modern](https://www.curseforge.com/minecraft/mc-mods/gregtechceu-modern) | 1.6.3 | Partial support | # Add support for lamps and coil blocks
| [Growthcraft Community Edition](https://www.curseforge.com/minecraft/mc-mods/growthcraft-community-edition) | 4.2.3 | Fully Added | # Seems like this is a collection of smaller Growthcraft mods, all mod namespace starts with "growthcraft"
| GTOcore | 1.0.1 | Partial support | # Add support for coil blocks
| [Hamsters](https://modrinth.com/mod/hamsters) | 1.0.3 | Fully Added |
| [Handcrafted](https://modrinth.com/mod/handcrafted/gallery) | | Miniscule |
| [Handcrafted](https://modrinth.com/mod/handcrafted) | 4.0.3 | Fully Added |
| [Haunted Harvest](https://modrinth.com/mod/haunted-harvest) | | Fully Added |
| [Hearth & Home](https://modrinth.com/mod/hearth-and-home) | 2.0.3 | Fully Added |
| [Hephaestus](https://modrinth.com/mod/hephaestus) | 3.6.4.287 | Fully Added |
| [Hexxit Gear](https://www.curseforge.com/minecraft/mc-mods/hexxit-gear) | 2.8.3 | Foliage Only |
| [Hexxit World](https://www.technicpack.net/modpack/hexxit-ii.896745/mods) | 1.1.0-33 | Foliage Only | # Seems like this is the only place that even lists Hexxit World.
| [HT's TreeChop](https://www.curseforge.com/minecraft/mc-mods/treechop) | 0.14.7 | Fully Added |
| [Hybrid Aquatic](https://modrinth.com/mod/hybrid-aquatic) | 1.5.4 | Partial Support | # Added the 3 water based foliage
| [Hydrological](https://modrinth.com/mod/hydrological) | | Unknown | # Not even sure if this is the correct mod, ID is hydrol
| [Ice and Fire](https://modrinth.com/mod/iceandfire-ce) | 1.0.2 | Fully Added | # Tested using the Community Edition, but IDs should match the original. Dread Portals are still invisible but no ID seems to fix them. Added some food items and changed handling of Pixie Jars.
| [iChunUtil](https://www.curseforge.com/minecraft/mc-mods/ichunutil) | 7.2.2 | Fully Added | # There's just a single block??
| [Illager Invasion](https://modrinth.com/mod/illager-invasion) | 8.0.7 | Fully Added |
| [Illuminations Legacy 🔥](https://www.curseforge.com/minecraft/mc-mods/illuminations-legacy) | 0.4.4-hexxit | Entities Only | # Can only find this specific edit here?? https://www.technicpack.net/modpack/hexxit-ii.896745/mods
| [Immersive Aircraft](https://modrinth.com/mod/immersive-aircraft) | | Fully Added |
| [Immersive Engineering](https://modrinth.com/mod/immersiveengineering) | 12.4.2-194 | Blocks Only |
| [Immersive Weathering](https://modrinth.com/mod/immersive-weathering) | 2.0.5 | Fully Added / Autogenerated Content | # Added Ice and Fire autogen and fixed Snowy Stone blocks being too reflective
| [Industrial Foregoing](https://modrinth.com/mod/industrial-foregoing) | 3.6.33 | Blocks Only |
| [Industrial Revolution](https://www.curseforge.com/minecraft/mc-mods/industrial-revolution) | 1.16.7BETA | Planned | #ADreadedKing
| [Industrial Upgrade](https://www.curseforge.com/minecraft/mc-mods/industrial-upgrade) | 3.3.0.5 | Fully Added |
| [Infinite Abyss](https://modrinth.com/mod/infinite-abyss/gallery) | | Partial Support |
| [Infinity Buttons](https://modrinth.com/mod/infinitybuttons) | | Partial Support |
| [Infusion Table](https://modrinth.com/mod/infusion-table) | 1.2.0 | Fully Added |
| [Iron Chests](https://www.curseforge.com/minecraft/mc-mods/iron-chests) | 7.0.67.844 | Fully Added | # Originally part of IC2, became it's own mod. Original owner cpw let ProgWML6 maintain and update it.
| [Iron Chests: Restocked](https://modrinth.com/mod/ironchests) | 5.0.2 | Fully Added |
| Iron Furnaces | | Unknown | # Not sure what version of this mod was used
| [Jaden's Nether Expansion](https://modrinth.com/mod/jadens-nether-expansion) | 2.3.2 | Partial Support |
| [JDK's Mob Grinding Utilities](https://modrinth.com/mod/jdk-mgu) | | Miniscule |
| [Just a Greenhouse](https://modrinth.com/mod/just-a-greenhouse) | 1.1.3 | Fully Added | # Items still have to be added but as a wise person once said "I cannot be arsed"
| [L_Ender 's Cataclysm](https://www.curseforge.com/minecraft/mc-mods/lendercataclysm) | 2.66 | Only weapons |
| [Legendary Survival Overhaul](https://www.curseforge.com/minecraft/mc-mods/legendary-survival-overhaul) | 2.3.11.3 | Foliage only |
| [LevelZ](https://modrinth.com/mod/levelz) | 1.4.13 | Fully Added |
| [Little Tiles](https://modrinth.com/mod/littletiles) | 1.6.0-pre159 | Fully Added | # Has issues with ACL
| [Lootr](https://modrinth.com/mod/lootr) | 0.7.35.85 | Fully Added |
| [The Lord of the Rings Mod: Legacy](https://www.curseforge.com/minecraft/mc-mods/the-lord-of-the-rings-mod-legacy) | beta 36.15 | Blocks & Dimensions Only
| [Lucky TNT Mod (Too Much TNT)](https://www.curseforge.com/minecraft/mc-mods/luckytnt) | | Unknown | # Wait we don't have an ID for TNT??
| [Luminax](https://www.curseforge.com/minecraft/mc-mods/luminax) | 1.3.0 | Blocks Only |
| [Macaw's Bridges](https://modrinth.com/mod/macaws-bridges) | 3.0.0 | Fully Added |
| [Macaw's Doors](https://modrinth.com/mod/macaws-doors) | 1.1.3 | Fully Added |
| [Macaw's Fences and Walls](https://modrinth.com/mod/macaws-fences-and-walls) | 1.2.0 | Fully Added |
| [Macaw's Furniture](https://modrinth.com/mod/macaws-furniture) | 3.3.0 | Fully Added |
| [Macaw's Lights and Lamps](https://modrinth.com/mod/macaws-lights-and-lamps) | 1.1.2 | Fully Added |
| [Macaw's Paths and Pavings](https://modrinth.com/mod/macaws-paths-and-pavings) | 1.1.0 | Fully Added |
| [Macaw's Roofs](https://modrinth.com/mod/macaws-roofs) | 2.3.2 | Fully Added |
| [Macaw's Trapdoors](https://modrinth.com/mod/macaws-trapdoors) | 1.1.4 | Fully Added |
| [Macaw's Windows](https://modrinth.com/mod/macaws-windows) | 2.3.2 | Fully Added |
| [Macaws Stairs](https://modrinth.com/mod/macaws-stairs) | 1.0.1 | Fully Added |
| [Magnum Torch](https://modrinth.com/mod/magnum-torch) | v21.1.0 | Fully Added |
| [Malum](https://modrinth.com/mod/malum) | | Partial Support |
| [Man of Many Planes](https://modrinth.com/mod/man-of-many-planes) | 0.1.0 | Fully Added |
| [MCA Reborn](https://modrinth.com/mod/minecraft-comes-alive-reborn) | 7.6.3 | Fully Added |
| [MEGA Cells](https://www.curseforge.com/minecraft/mc-mods/mega-cells) | 4.3.0 | Fully Added |
| [Mekanism](https://www.curseforge.com/minecraft/mc-mods/mekanism) | 10.7.7.64 | Partial Support |
| [Midnight Madness](https://modrinth.com/mod/midnight-madness) | | Partial Support |
| [Milk Lib](https://github.com/TropheusJ/milk-lib) | 1.2.60 | Fully Added | # Part of Create, Milk Lib is a submod
| [MineCells](https://www.curseforge.com/minecraft/mc-mods/minecells) | 1.9.1 | Miniscule | #added emissive torches
| [Miner's Delight +](https://www.curseforge.com/minecraft/mc-mods/miners-delight-plus) | 1.2.3 | Partial Support |
| [Missing Wilds](https://modrinth.com/mod/missing-wilds) | 1.4.0+beta | Fully Added |
| [Mo' Creatures Extended](https://www.curseforge.com/minecraft/mc-mods/mo-creatures-extended) | 12.3.2 | Ores Only |
| [Modern Industrialization](https://www.curseforge.com/minecraft/mc-mods/modern-industrialization) | 2.3.11 | Ores Only |
| [More Buckets](https://modrinth.com/mod/more-buckets) | | Partial Support | # Someone Should return to this
| [More Chests Variants \(MCV\)](https://modrinth.com/mod/more-chest-variants-lieonlion) | 1.5.9 | Fully Added |
| [More Concrete](https://www.curseforge.com/minecraft/mc-mods/more-concrete) | 1.6.0 | Fully Added |
| [More Crafting Tables \(MCT\)](https://modrinth.com/mod/more-crafting-tables-lieonlion) | 1.2.9 | Fully Added |
| [More Ores More Gems](https://modrinth.com/mod/more-ores-more-gem) | 1.1.6 | Partial Support |
| [More Slabs Stairs & Walls](https://modrinth.com/mod/more-slabs-stairs-and-walls) | | In Testing | # A lot of these blocks were added before the partial block ID's were added and needs to be fixed.
| [MoreOres+](https://modrinth.com/mod/moreores+) | | Partial Support |
| [Mowzie's Mobs](https://www.curseforge.com/minecraft/mc-mods/mowzies-mobs) | 1.5.8 | Blocks Only |
| [MrCrayfish's Furniture Mod](https://www.curseforge.com/minecraft/mc-mods/mrcrayfish-furniture-mod) | 7.0.0 | Blocks Only | Block Entities are needing to be done
| [Mutant Monsters](https://modrinth.com/mod/mutant-monsters) | v21.1.0 | Fully Added |
| [Mystical Agradditions](https://modrinth.com/mod/mystical-agradditions) | | Partial Support |
| [Mystical Agriculture](https://modrinth.com/mod/mystical-agriculture) | | Miniscule |
| [Mythic Metals](https://modrinth.com/mod/mythicmetals) | | Miniscule |
| [Mythic Upgrades](https://modrinth.com/mod/mythic-upgrades) | | Partial Support |
| [Natura](https://www.curseforge.com/minecraft/mc-mods/natura) | 4.3.2.69 | Fully Added |
| [Naturalist](https://modrinth.com/mod/naturalist) | 4.0.3 | Fully Added |
| [Nature's Spirit](https://modrinth.com/mod/natures-spirit) | 2.2.4 | Partial Support|
| [Neapolitan](https://www.curseforge.com/minecraft/mc-mods/neapolitan) | 5.0.0 | Foliage Only |
| [Nekomas Fixed](https://modrinth.com/mod/nekomas-fixed) | 0.2.0 | Fully Added |
| [Neon Lamps](https://curseforge.com/minecraft/mc-mods/neon-lamps) | 1.0.0 | Fully Added |
| [Nether Archives](https://modrinth.com/mod/nether-archives) | 0.3.6 | Fully Added |
| [Nether's Delight](https://modrinth.com/mod/nethers-delight) | | In Testing | # Why is soil in the Deepslate Diamond Ore ID??
| [Netherending Ores](https://www.curseforge.com/minecraft/mc-mods/netherending-ores) | 1.4.2 | Fully Added |
| [Nyx](https://www.curseforge.com/minecraft/mc-mods/nyx) | 1.4.2 | Fully Added |
| [Occultism](https://modrinth.com/mod/occultism) | | Miniscule |
| [Ocean's Delight](https://modrinth.com/mod/oceans-delight) | 1.0.2 | Miniscule |
| [Ocean's Enhancements](https://modrinth.com/mod/oceans-enhancements) | 1.1.0 | Miniscule |
| [Oh The Biomes We've Gone](https://modrinth.com/mod/oh-the-biomes-weve-gone) | 2.3.13 | Fully Added |
| [Oh The Biomes You'll Go](https://modrinth.com/mod/biomesyougo) | | Partial Support |
| [Opcraft](https://modrinth.com/mod/opcraftdimensions) | 1.0.0 | Partial Support |
| [OpenBlocks](https://www.curseforge.com/minecraft/mc-mods/openblocks) | 1.8.1 | Fully Added |
| [OpenBlocks Elevator](https://www.curseforge.com/minecraft/mc-mods/openblocks-elevator) | 1.11.3 | Fully Added |
| [Ore Creeper](https://modrinth.com/mod/ore-creeper) | | Fully Added |
| [Oreberries](https://www.curseforge.com/minecraft/mc-mods/oreberries) | 0.5.0 | Fully Added |
| [Oreganized](https://modrinth.com/mod/oreganized) | | Miniscule |
| [Organics](https://www.curseforge.com/minecraft/mc-mods/organics) | | Miniscule |
| [Origins](https://modrinth.com/mod/origins) | 1.10.0 | Miniscule |
| [Oritech](https://modrinth.com/mod/oritech) | 0.19.4 | Fully Added |
| [Outer End](https://modrinth.com/mod/the-outer-end) | | Miniscule | # Only outer_end:rose_crystal_lamp because a user needed that one
| [Pam's HarvestCraft 2 - Crops](https://www.curseforge.com/minecraft/mc-mods/pams-harvestcraft-2-crops) | | Partial Support |
| [Pam's HarvestCraft 2 - Trees](https://www.curseforge.com/minecraft/mc-mods/pams-harvestcraft-2-trees) | | Fully Added |
| [Philip's Ruins](https://modrinth.com/mod/philips-ruins) | | Miniscule | # Light sources only
| [Placeable Items](https://www.curseforge.com/minecraft/mc-mods/placeable-items) | 3.3 | Fully Added |
| [Player Plates \(Obsidian Plates\)](https://www.curseforge.com/minecraft/mc-mods/player-plates) | 1.3.1.1 | Fully Added |
| [PlusTiC](https://www.curseforge.com/minecraft/mc-mods/plusticminusbad) | 8.0.1.0 | Fully Added | # Rich history with this one, will not link original but it's uploaded safe counterpart made by someone else.
| [Productive Bees](https://www.curseforge.com/minecraft/mc-mods/productivebees) | 13.6.6 | Miniscule |
| [Productive Trees](https://modrinth.com/mod/productivetrees) | | Foliage Only |
| [Profile Blocks](https://modrinth.com/mod/profile-blocks) | | Miniscule |
| [Project: Vibrant Journeys](https://modrinth.com/mod/project-vibrant-journeys) | 1.6.4 | Fully Added |
| [ProjectE](https://www.curseforge.com/minecraft/mc-mods/projecte) | 1.0.1 | Miniscule | #Only the interdiction_torch
| [Prominent](https://www.curseforge.com/minecraft/mc-mods/prominent) | | Miniscule |
| [Pure Ores](https://modrinth.com/mod/pureores) | | Partial Support |
| [Quark](https://modrinth.com/mod/quark) | r1.6-180| Fully Added | # Some stuff from 1.12.2 has to be added in addition to modern versions
| [Railcraft Reborn](https://www.curseforge.com/minecraft/mc-mods/railcraft-reborn) | 1.2.4 | Partial Support |
| raitherts | | Miniscule / Unknown | # I legit have no idea what mod this is or why it was added
| [Randomium Ore](https://modrinth.com/mod/randomium-ore) | | Partial Support |
| [Rare Ice](https://modrinth.com/mod/rare-ice) | 0.1.1 | Fully Added |
| [Rechiseled](https://modrinth.com/mod/rechiseled) | 1.1.6a | Fully Added |
| [Rechiseled: Create](https://modrinth.com/mod/rechiseled-create) | | Miniscule |
| [Recurrent Complex](https://www.curseforge.com/minecraft/mc-mods/recurrent-complex) | 1.4.8.5 | Fully Added |
| [Red Bits (redstone)](https://modrinth.com/mod/red-bits) | | Partial Support |
| [Redstone Lamps Plus](https://www.curseforge.com/minecraft/mc-mods/redstone-lamps-plus) | 1.5.4 | Fully Added |
| [Regions Unexplored](https://modrinth.com/mod/regions-unexplored) | 0.5.6 | Partial Support |
| [Reliquary Reincarnations](https://www.curseforge.com/minecraft/mc-mods/reliquary-reincarnations) | 1.3.4.796 | Blocks Only |
| [Reliquary Reincarnations](https://www.curseforge.com/minecraft/mc-mods/reliquary-reincarnations) | 2.052.1299 | Miniscule | #Only the interdiction_torch
| [Resource Cracker](https://modrinth.com/mod/resource-cracker) | 2.5.0 | Blocks Only |
| [Ribbits](https://modrinth.com/mod/ribbits) | | Foliage Only |
| [Rounded](https://modrinth.com/mod/rounded_mod) | | Miniscule | # Light sources only
| [Rubinated Nether](https://modrinth.com/mod/rubinated-nether) | 2.0.1 | Partial Support |
| [Rustic Delight](https://www.curseforge.com/minecraft/mc-mods/rustic-delight) | 1.4.1 | Partial Support |
| [Sandwichable](https://modrinth.com/mod/sandwichable) | | Foliage Only |
| [Scorched Guns 2](https://www.curseforge.com/minecraft/mc-mods/scorched-guns) | 0.3.2.5 | Miniscule | #Only the Plasma lantern was added
| [Scorchful](https://modrinth.com/mod/scorchful) | 0.6.5 | Fully Added |
| [SCP: Overtime](https://modrinth.com/mod/scp-overtime) | | Miniscule |
| [Seafarer](https://www.curseforge.com/minecraft/mc-mods/seafarer-forge) | 1.0.1 | Partial Support |
| [Searchlight (& Wall Lights)](https://www.curseforge.com/minecraft/mc-mods/searchlight-forge) | 1.1.11 | Fully Added |
| [Seared Ladder \(Backport\)](https://www.curseforge.com/minecraft/mc-mods/seared-ladder-backport) | 1.1.2 | Fully Added |
| [SecretRoomsMod](https://www.curseforge.com/minecraft/mc-mods/secretroomsmod) | 5.6.4 | Fully Added | # Optifine shits the bed with this one on 1.12.2, made it so those using shaders could actually be fooled.
| [SecurityCraft](https://modrinth.com/mod/security-craft) | 1.9.10 | Fully Added |
| [Serene Seasons](https://modrinth.com/mod/serene-seasons) | 10.1.0.3 | Fully Added |
| [Serene Shrubbery](https://modrinth.com/mod/serene-shrubbery) | 1.5.1 | Fully Added |
| [Silent Gear](https://modrinth.com/mod/silent-gear) | | Miniscule |
| [Silent's Gems](https://modrinth.com/mod/silents-gems) | | Miniscule |
| [Simple Gravel Ores](https://modrinth.com/mod/simple-gravel-ores) | 1.8 | Fully Added |
| [Simply Light](https://www.curseforge.com/minecraft/mc-mods/simply-light) | 1.5.3 | Fully Added |
| [Simply Swords](https://modrinth.com/mod/simply-swords) | 1.56.0 | Partial Support | # All base weapon tiers are added, along with some of the unique weapons. Many of the unique items have very dramatic animated textures and are pretty much impossible to support.
| [Sky Arena](https://www.curseforge.com/minecraft/mc-mods/sky-arena) | 1.0.0 | Fully Added |
| [Snowy Spirit](https://modrinth.com/mod/snowy-spirit) | | Foliage Only |
| [Soul Shards Respawn](https://www.curseforge.com/minecraft/mc-mods/soul-shards-respawn) | 1.1.2 | Miniscule |
| [SoulsWeapons](https://modrinth.com/mod/mariums-soulslike-weaponry) | 1.2 | Partial Support | #Added Ore Glowing
| [Spectrum](https://modrinth.com/mod/spectrum) | 1.8.9 | In Testing |
| [Spelunker's Charm II](https://modrinth.com/mod/spelunkers-charm-ii) | 3.6.0 | Partial Support |
| [Spelunkery](https://modrinth.com/mod/spelunkery) | 0.3.16 | Fully Added | # Added everything besides 2 unused blocks and adjusted handling of ores and glowsticks
| [Spring to Life Backport](https://modrinth.com/mod/spring-to-life-backport) | 1.3.0 | Fully Added |
| Star | 1.5.2 | Fully Added | # Part of Tinkers' Construct's Fabric port Hephaestus
| [Statues: Rechiseled](https://www.curseforge.com/minecraft/mc-mods/statues-rechiseled) | 1.0.1 | Fully Added | # Can't predict what block this could be, placed in no properties
| [Storage Drawers](https://www.curseforge.com/minecraft/mc-mods/storage-drawers) | 5.5.0 | Fully Added |
| [Streams](https://www.curseforge.com/minecraft/mc-mods/streams) | 0.4.9 | Fullly Added |
| [Supplementaries](https://modrinth.com/mod/supplementaries) | 3.1.7 | Fully Added |
| [Supplementaries Squared](https://modrinth.com/mod/supplementaries-squared) | 1.2.8 | Fully Added / Autogenerated Content | # Item shelves seems to detect woodtypes and makes new variants based on it
| [Sushi Go Crafting](https://modrinth.com/mod/sushigocrafting) | | Foliage Only |
| [T.O Magic 'n Extras - Iron's Spells Addon](https://www.curseforge.com/minecraft/mc-mods/to-tweaks-irons-spells) | 4.4.0 | All Melee |
| [TechReborn](https://www.curseforge.com/minecraft/mc-mods/techreborn) | 5.8.7 | Fully Added | #basically added full support, only thing missing is items glowing and what not, but is not rly needed
| [TerraFirmaCraft](https://modrinth.com/mod/terrafirmacraft) | 4.0.11-beta | Fully Added | # The server day counter does not increment and thus, seasons and other related time features do not currently work properly. Neither does trims due to hardcoded code within Iris
| [Terrestria](https://modrinth.com/mod/terrestria) | | Foliage Only |
| [THE UNDEAD REVAMPED](https://www.curseforge.com/minecraft/mc-mods/theundead) | | Miniscule |
| [Theabyss](https://www.curseforge.com/minecraft/mc-mods/the-abyss-chapter-ii) | | Partial Support |
| [Thermal Expansion](https://modrinth.com/mod/thermal-expansion) | | Miniscule |
| [Thermal Foundation](https://www.curseforge.com/minecraft/mc-mods/thermal-foundation) | 2.6.7.1 | Blocks Only |
| [Thermal: Extra](https://modrinth.com/mod/thermal-extra) | | Miniscule |
| [Theurgy](https://www.curseforge.com/minecraft/mc-mods/theurgy) | | Fully Added |
| [Thin Air](https://www.curseforge.com/minecraft/mc-mods/new-thin-air) | | Fullly Added | #It was only one lantern
| [Things](https://www.curseforge.com/minecraft/mc-mods/things-fabric) | 0.3.3 | Partial | #Ores are glowing now
| [Tide](https://www.curseforge.com/minecraft/mc-mods/tide) | 1.3.3 | Fully Added |
| [Tinkers' Construct](https://modrinth.com/mod/tinkers-construct) | 2.13.0.183 | Blocks Only |
| [Tinted Campfires](https://www.curseforge.com/minecraft/mc-mods/tinted-campfires) | | Fully Added |
| [Tom's Simple Storage Mod](https://modrinth.com/mod/toms-storage) | 2.5.1 | Fully Added |
| [Tomb Many Graves 2](https://www.curseforge.com/minecraft/mc-mods/tomb-many-graves-2) | 4.2.0 | Fully Added |
| [Torchmaster](https://www.curseforge.com/minecraft/mc-mods/torchmaster) | 1.8.5.0 | Fully Added |
| [Translocators 1.8.+](https://www.curseforge.com/minecraft/mc-mods/translocators-1-8) | 2.5.2.81 | Fully Added |
| [Traveler's Backpack](https://modrinth.com/mod/travelersbackpack) | 9.1.28 | Fully Added | # Could improve this by placing various backpacks into their respective block ID's, unsure if this will actually work though
| [Traverse](https://modrinth.com/mod/traverse) | 1.6.0-69 | Fully Added |
| [Twigs](https://modrinth.com/mod/twigs) | 3.1.0 | Fully Added |
| [The Twilight Forest](https://www.curseforge.com/minecraft/mc-mods/the-twilight-forest) | 4.7.3196 | Fully Added | # Now contains 1.12.2 and 1.21.1 content.
| [The Undergarden](https://modrinth.com/mod/the-undergarden) | | Miniscule |
| [Universal Ores](https://modrinth.com/mod/universal_ores) | | Autogenerated Content |
| [Upgrade Aquatic](https://modrinth.com/mod/upgrade-aquatic) | | Foliage Only |
| [Vanilla Backport](https://modrinth.com/mod/vanillabackport) | 1.1.4.3 | Fully Added |
| [VerdantVibes](https://modrinth.com/mod/verdantvibes) | | Foliage Only |
| [Vintage Delight](https://www.curseforge.com/minecraft/mc-mods/vintage-delight) | 0.1.4 | Partial Support |
| [Waystones](https://modrinth.com/mod/waystones) | 21.1.13 | Fully Added |
| [Wetland Whimsy](https://modrinth.com/mod/wetland-whimsy) | | Foliage Only |
| [Whisperwoods](https://modrinth.com/mod/whisperwoods) | 2.1.2 | Fully Added |
| [Wilder Wild](https://modrinth.com/mod/wilder-wild) | 3.0.11 | Fully Added | # Added potted plants. The new v4.0.0+ content has not been added yet
| [Wondrous Wilds](https://modrinth.com/mod/wondrous-wilds) | | Foliage Only |
| [Wraith Waystones](https://www.curseforge.com/minecraft/mc-mods/fabric-waystones) | 3.3.2 | Planned | #ADreadedKing
| [XK's Deco](https://www.curseforge.com/minecraft/mc-mods/xks-decoration) | 0.8.5+forge | Miniscule | #Only the factory lamps were added
| [YUNG's Cave Biomes](https://www.curseforge.com/minecraft/mc-mods/yungs-cave-biomes) | 2.0.5 | Fully Added | # Added Suspicious Ancient Sand and the Ice Cube entity, completing this mod
| [Ztones](https://www.curseforge.com/minecraft/mc-mods/ztones) | | Partial Support | # Some additionsfor GTNH / 1.7.10
---
## Status Definitions
- **Autogenerated Content**: This mod contains content that is auto-generated and the blocks that exist will change per modlist. Typically we'll try and support as many of said blocks as possible or use tags where applicable (Iris exclusive feature), however it is most likely you'll need to add blocks yourself. If you're going to use this tag, please explain what is being autogenerated and why in a comment.
- **Blocks Only**: All blocks have been added but nothing else.
- **Entities Only**: Only includes entity.properties entries.
- **Foliage Only**: Self-explanatory, only plants, flowers, vines, and other various plantlife has been added.
- **Fully Added**: All blocks, items, entities, and dimensions (if applicable) has been reviewed and added to its most appropriate ID.
- **In Testing**: This mod either needs to be re-reviewed, or simply is still in the process of being added.
- **Items Only**: Only includes item.properties entries.
- **Miniscule**: A very small portion of the mod's content has been added or reviewed.
- **Ores Only**: Only Ores have been added to block.properties.
- **Partial Support**: Only parts of a mod was added / reviewed. For example, only block.properties and dimension.properties were updated to include mod ID's, or a good amount of blocks were added, but not all.
- **Planned**: Support for this mod is planned but not yet implemented. Please leave your username if you are the one adding this status so we don't have multiple people working on the same thing.
- **Unknown**: Unable to make a determination of how well a mod has been added due to various factors. Please leave a comment if you're gonna use this status!
## Template
`| [modName1](modLink) | Mod's Version | Mod's Added Status | #Optional Comment`
File diff suppressed because one or more lines are too long
@@ -1,532 +0,0 @@
### Last updated: February 10, 2026, 11:05 UTC
# Copyright (c) 2026 SpacEagle17 Licensed under the MIT License: https://opensource.org/licenses/MIT
# Soul Soil
block.10746 = soul_soil \
\
allthecompressed:soul_soil_1x allthecompressed:soul_soil_2x allthecompressed:soul_soil_3x allthecompressed:soul_soil_4x allthecompressed:soul_soil_5x allthecompressed:soul_soil_6x allthecompressed:soul_soil_7x allthecompressed:soul_soil_8x allthecompressed:soul_soil_9x \
\
dynamictrees:rooty_soul_soil \
\
securitycraft:reinforced_soul_soil \
\
terrainslabs:soul_soil_slab
# Dried Kelp Blocks
block.10748 = dried_kelp_block \
\
chipped:bamboo_dried_kelp_block chipped:blue_dried_kelp_block chipped:brown_dried_kelp_block chipped:compact_dried_kelp_block chipped:crimson_dried_kelp_block chipped:leafy_dried_kelp_block chipped:mossy_dried_kelp_block chipped:netherwart_dried_kelp_block chipped:rough_crimson_dried_kelp_block chipped:shroomy_dried_kelp_block chipped:sugarcane_dried_kelp_block chipped:wart_dried_kelp_block
# Dried Kelp Non-Full Blocks (Modded Only)
block.10749 = create:belt_connector
# Bamboo
block.10753 = bamboo \
\
betterend:end_lotus_stem:leaf=false \
\
betternether:stalagnate_trunk betternether:willow_trunk \
\
tconstruct:punji \
\
tfc:plant/golden_bamboo
# Bamboo Full Blocks
block.10756 = bamboo_block stripped_bamboo_block bamboo_planks bamboo_mosaic \
tags_bamboo_blocks \
\
bambooeverything:bamboo_bundle bambooeverything:dry_bamboo_bundle \
\
betterend:lacugrove_bark betterend:lacugrove_barrel betterend:lacugrove_bookshelf betterend:lacugrove_crafting_table betterend:lacugrove_log betterend:lacugrove_planks betterend:lacugrove_stripped_bark betterend:lacugrove_stripped_log \
\
biomesoplenty:jacaranda_log biomesoplenty:jacaranda_planks biomesoplenty:jacaranda_wood biomesoplenty:pine_log biomesoplenty:pine_planks biomesoplenty:pine_wood biomesoplenty:stripped_jacaranda_log biomesoplenty:stripped_jacaranda_wood biomesoplenty:stripped_pine_log biomesoplenty:stripped_pine_wood \
\
biomeswevegone:florus_bookshelf biomeswevegone:florus_crafting_table biomeswevegone:florus_planks biomeswevegone:florus_stem biomeswevegone:florus_wood biomeswevegone:green_enchanted_bookshelf biomeswevegone:green_enchanted_crafting_table biomeswevegone:green_enchanted_planks biomeswevegone:palo_verde_log biomeswevegone:palo_verde_wood biomeswevegone:stripped_florus_stem biomeswevegone:stripped_florus_wood biomeswevegone:stripped_green_enchanted_log biomeswevegone:stripped_green_enchanted_wood \
\
blockus:bamboo_cross_timber_frame blockus:bamboo_diagonal_timber_frame blockus:bamboo_grate blockus:bamboo_timber_frame blockus:herringbone_bamboo_planks blockus:herringbone_raw_bamboo_planks blockus:mossy_bamboo_planks blockus:mossy_raw_bamboo_planks blockus:raw_bamboo_cross_timber_frame blockus:raw_bamboo_diagonal_timber_frame blockus:raw_bamboo_grate blockus:raw_bamboo_mosaic blockus:raw_bamboo_planks blockus:raw_bamboo_timber_frame \
\
charm:bamboo_barrel charm:bamboo_bookshelf charm:chiseled_bamboo_bookshelf \
\
chipped:bamboo_barrel chipped:bamboo_planks_fine_mosaic chipped:bamboo_planks_panel chipped:bamboo_planks_shavings chipped:basket_woven_bamboo_planks chipped:boxed_bamboo_planks chipped:brick_bond_bamboo_planks chipped:bricky_bamboo_planks chipped:cornered_bamboo_planks chipped:crated_bamboo_planks chipped:cross_laced_bamboo_planks chipped:crossed_bamboo_planks chipped:detailed_bamboo_planks chipped:diagonal_bamboo_planks chipped:diamond_bamboo_planks chipped:double_herringbone_bamboo_planks chipped:enclosed_bamboo_planks chipped:fine_bamboo_planks chipped:fine_vertical_bamboo_planks chipped:framed_bamboo_planks chipped:herringbone_bamboo_planks chipped:hewn_bamboo_planks chipped:laced_bamboo_planks chipped:natural_bamboo_planks chipped:pegged_bamboo_planks chipped:polished_bamboo_planks chipped:railed_bamboo_planks chipped:reinforced_bamboo_planks chipped:shifted_bamboo_planks chipped:slanted_bamboo_planks chipped:smooth_bamboo_planks chipped:stacked_bamboo_planks chipped:thin_bamboo_planks chipped:tied_bamboo_planks chipped:tiled_bamboo_planks chipped:versailles_bamboo_planks chipped:vertical_bamboo_planks chipped:vertically_railed_bamboo_planks chipped:whirlwind_bamboo_planks chipped:wickered_bamboo_planks \
\
farmersdelight:bamboo_cabinet \
\
fossilslegacy:calamites_log fossilslegacy:calamites_planks fossilslegacy:calamites_wood fossilslegacy:lepidodendron_log fossilslegacy:lepidodendron_planks fossilslegacy:lepidodendron_wood fossilslegacy:stripped_calamites_log fossilslegacy:stripped_calamites_wood fossilslegacy:stripped_lepidodendron_log fossilslegacy:stripped_lepidodendron_wood \
\
friendsandfoes:bamboo_beehive \
\
growthcraft_bamboo:bamboo_plank growthcraft_bamboo:bamboo_slab_double \
\
hearth_and_home:bamboo_parquet hearth_and_home:bamboo_sanded_wood hearth_and_home:bamboo_trim hearth_and_home:bamboo_vertical_trim hearth_and_home:woven_bamboo \
\
lolmct:bamboo_crafting_table \
\
quark:reed_block quark:reed_block_slab_double \
\
rechiseled:bamboo_planks_beams rechiseled:bamboo_planks_beams_connecting rechiseled:bamboo_planks_brick_pattern rechiseled:bamboo_planks_brick_pattern_connecting rechiseled:bamboo_planks_brick_paving rechiseled:bamboo_planks_brick_paving_connecting rechiseled:bamboo_planks_bricks rechiseled:bamboo_planks_bricks_connecting rechiseled:bamboo_planks_crate rechiseled:bamboo_planks_crate_connecting rechiseled:bamboo_planks_diagonal_stripes rechiseled:bamboo_planks_diagonal_stripes_connecting rechiseled:bamboo_planks_diagonal_tiles rechiseled:bamboo_planks_diagonal_tiles_connecting rechiseled:bamboo_planks_dotted rechiseled:bamboo_planks_dotted_connecting rechiseled:bamboo_planks_flooring rechiseled:bamboo_planks_flooring_connecting rechiseled:bamboo_planks_large_tiles rechiseled:bamboo_planks_large_tiles_connecting rechiseled:bamboo_planks_pattern rechiseled:bamboo_planks_pattern_connecting rechiseled:bamboo_planks_rotated_bricks rechiseled:bamboo_planks_rotated_bricks_connecting rechiseled:bamboo_planks_small_bricks rechiseled:bamboo_planks_small_bricks_connecting rechiseled:bamboo_planks_small_tiles rechiseled:bamboo_planks_small_tiles_connecting rechiseled:bamboo_planks_squares rechiseled:bamboo_planks_squares_connecting rechiseled:bamboo_planks_tiles rechiseled:bamboo_planks_tiles_connecting rechiseled:bamboo_planks_wavy rechiseled:bamboo_planks_wavy_connecting rechiseled:bamboo_planks_woven rechiseled:bamboo_planks_woven_connecting \
\
securitycraft:reinforced_bamboo_block securitycraft:reinforced_bamboo_mosaic securitycraft:reinforced_bamboo_planks securitycraft:reinforced_stripped_bamboo_block \
\
twilightforest:huge_stalk twilightforest:liveroot_block twilightforest:root
# Bamboo Non-Full Blocks
block.10757 = bamboo_fence bamboo_fence_gate bamboo_pressure_plate bamboo_button scaffolding bamboo_trapdoor bamboo_shelf \
\
additionalplacements:blockus.mossy_bamboo_slab additionalplacements:blockus.mossy_bamboo_stairs additionalplacements:blockus.mossy_raw_bamboo_slab additionalplacements:blockus.mossy_raw_bamboo_stairs additionalplacements:blockus.raw_bamboo_mosaic_slab additionalplacements:blockus.raw_bamboo_mosaic_stairs additionalplacements:blockus.raw_bamboo_pressure_plate additionalplacements:blockus.raw_bamboo_slab additionalplacements:blockus.raw_bamboo_stairs additionalplacements:extshape.bamboo_block_pressure_plate additionalplacements:extshape.bamboo_block_slab additionalplacements:extshape.bamboo_block_stairs additionalplacements:extshape.bamboo_mosaic_pressure_plate additionalplacements:extshape.stripped_bamboo_block_pressure_plate additionalplacements:extshape.stripped_bamboo_block_slab additionalplacements:extshape.stripped_bamboo_block_stairs additionalplacements:extshape_blockus.herringbone_bamboo_slab additionalplacements:extshape_blockus.herringbone_bamboo_stairs additionalplacements:extshape_blockus.herringbone_raw_bamboo_slab additionalplacements:extshape_blockus.herringbone_raw_bamboo_stairs additionalplacements:fossilslegacy.calamites_pressure_plate additionalplacements:fossilslegacy.calamites_slab additionalplacements:fossilslegacy.calamites_stairs additionalplacements:fossilslegacy.lepidodendron_pressure_plate additionalplacements:fossilslegacy.lepidodendron_slab additionalplacements:fossilslegacy.lepidodendron_stairs additionalplacements:minecraft.bamboo_mosaic_slab additionalplacements:minecraft.bamboo_mosaic_stairs additionalplacements:minecraft.bamboo_pressure_plate additionalplacements:minecraft.bamboo_slab additionalplacements:minecraft.bamboo_stairs \
\
another_furniture:bamboo_bench another_furniture:bamboo_chair another_furniture:bamboo_drawer another_furniture:bamboo_flower_box another_furniture:bamboo_shelf another_furniture:bamboo_shutter another_furniture:bamboo_table \
\
bambooeverything:bamboo_door bambooeverything:bamboo_fence bambooeverything:bamboo_fence_gate bambooeverything:bamboo_torch:lit=false bambooeverything:bamboo_trapdoor bambooeverything:bamboo_wall_torch:lit=false bambooeverything:dry_bamboo_door bambooeverything:dry_bamboo_fence bambooeverything:dry_bamboo_fence_gate bambooeverything:dry_bamboo_torch:lit=false bambooeverything:dry_bamboo_trapdoor bambooeverything:dry_bamboo_wall_torch:lit=false \
\
beautify:lamp_bamboo:on=false \
\
betterend:lacugrove_bar_stool betterend:lacugrove_button betterend:lacugrove_chair betterend:lacugrove_chest betterend:lacugrove_composter betterend:lacugrove_door betterend:lacugrove_fence betterend:lacugrove_gate betterend:lacugrove_ladder betterend:lacugrove_plate betterend:lacugrove_slab betterend:lacugrove_stairs betterend:lacugrove_taburet betterend:lacugrove_trapdoor betterend:lacugrove_wall \
\
betternether:bamboo_bar_stool betternether:bamboo_chair betternether:bamboo_taburet \
\
biomesoplenty:jacaranda_button biomesoplenty:jacaranda_door biomesoplenty:jacaranda_fence biomesoplenty:jacaranda_fence_gate biomesoplenty:jacaranda_pressure_plate biomesoplenty:jacaranda_slab biomesoplenty:jacaranda_stairs biomesoplenty:jacaranda_trapdoor biomesoplenty:pine_button biomesoplenty:pine_door biomesoplenty:pine_fence biomesoplenty:pine_fence_gate biomesoplenty:pine_pressure_plate biomesoplenty:pine_slab biomesoplenty:pine_stairs biomesoplenty:pine_trapdoor \
\
biomeswevegone:florus_button biomeswevegone:florus_door biomeswevegone:florus_fence biomeswevegone:florus_fence_gate biomeswevegone:florus_pressure_plate biomeswevegone:florus_slab biomeswevegone:florus_stairs biomeswevegone:florus_trapdoor \
\
blockbox:bamboo_seat \
\
blockus:bamboo_lattice blockus:mossy_bamboo_slab blockus:mossy_bamboo_stairs blockus:mossy_raw_bamboo_slab blockus:mossy_raw_bamboo_stairs blockus:raw_bamboo_button blockus:raw_bamboo_door blockus:raw_bamboo_fence blockus:raw_bamboo_fence_gate blockus:raw_bamboo_lattice blockus:raw_bamboo_mosaic_slab blockus:raw_bamboo_mosaic_stairs blockus:raw_bamboo_pressure_plate blockus:raw_bamboo_slab blockus:raw_bamboo_stairs blockus:raw_bamboo_trapdoor \
\
diagonalfences:betterend/lacugrove_fence diagonalfences:blockus/raw_bamboo_fence diagonalfences:extshape/bamboo_block_fence diagonalfences:extshape/bamboo_mosaic_fence diagonalfences:extshape/stripped_bamboo_block_fence diagonalfences:fossilslegacy/calamites_fence diagonalfences:fossilslegacy/lepidodendron_fence diagonalfences:mcwfences/bamboo_fence diagonalfences:mcwfences/bamboo_horse_fence diagonalfences:mcwfences/bamboo_picket_fence diagonalfences:mcwfences/bamboo_stockade_fence diagonalfences:mcwfences/bamboo_wired_fence diagonalfences:minecraft/bamboo_fence diagonalfences:securitycraft/reinforced_bamboo_fence \
\
diagonalwalls:extshape/bamboo_block_wall diagonalwalls:extshape/bamboo_mosaic_wall diagonalwalls:extshape/bamboo_wall diagonalwalls:extshape/stripped_bamboo_block_wall diagonalwalls:extshape_blockus/herringbone_bamboo_wall diagonalwalls:extshape_blockus/herringbone_raw_bamboo_wall diagonalwalls:extshape_blockus/mossy_bamboo_wall diagonalwalls:extshape_blockus/mossy_raw_bamboo_wall diagonalwalls:extshape_blockus/raw_bamboo_mosaic_wall diagonalwalls:extshape_blockus/raw_bamboo_wall \
\
diagonalwindows:blockus/bamboo_lattice diagonalwindows:blockus/raw_bamboo_lattice \
\
exdeorum:bamboo_barrel exdeorum:bamboo_compressed_sieve exdeorum:bamboo_crucible exdeorum:bamboo_sieve \
\
extshape:bamboo_block_button extshape:bamboo_block_fence extshape:bamboo_block_fence_gate extshape:bamboo_block_pressure_plate extshape:bamboo_block_quarter_piece extshape:bamboo_block_slab extshape:bamboo_block_stairs extshape:bamboo_block_vertical_quarter_piece extshape:bamboo_block_vertical_slab extshape:bamboo_block_vertical_stairs extshape:bamboo_block_wall extshape:bamboo_mosaic_button extshape:bamboo_mosaic_fence extshape:bamboo_mosaic_fence_gate extshape:bamboo_mosaic_pressure_plate extshape:bamboo_mosaic_quarter_piece extshape:bamboo_mosaic_vertical_quarter_piece extshape:bamboo_mosaic_vertical_slab extshape:bamboo_mosaic_vertical_stairs extshape:bamboo_mosaic_wall extshape:bamboo_quarter_piece extshape:bamboo_vertical_quarter_piece extshape:bamboo_vertical_slab extshape:bamboo_vertical_stairs extshape:bamboo_wall extshape:stripped_bamboo_block_button extshape:stripped_bamboo_block_fence extshape:stripped_bamboo_block_fence_gate extshape:stripped_bamboo_block_pressure_plate extshape:stripped_bamboo_block_quarter_piece extshape:stripped_bamboo_block_slab extshape:stripped_bamboo_block_stairs extshape:stripped_bamboo_block_vertical_quarter_piece extshape:stripped_bamboo_block_vertical_slab extshape:stripped_bamboo_block_vertical_stairs extshape:stripped_bamboo_block_wall \
\
extshape_blockus:herringbone_bamboo_quarter_piece extshape_blockus:herringbone_bamboo_slab extshape_blockus:herringbone_bamboo_stairs extshape_blockus:herringbone_bamboo_vertical_quarter_piece extshape_blockus:herringbone_bamboo_vertical_slab extshape_blockus:herringbone_bamboo_vertical_stairs extshape_blockus:herringbone_bamboo_wall extshape_blockus:herringbone_raw_bamboo_quarter_piece extshape_blockus:herringbone_raw_bamboo_slab extshape_blockus:herringbone_raw_bamboo_stairs extshape_blockus:herringbone_raw_bamboo_vertical_quarter_piece extshape_blockus:herringbone_raw_bamboo_vertical_slab extshape_blockus:herringbone_raw_bamboo_vertical_stairs extshape_blockus:herringbone_raw_bamboo_wall extshape_blockus:mossy_bamboo_quarter_piece extshape_blockus:mossy_bamboo_vertical_quarter_piece extshape_blockus:mossy_bamboo_vertical_slab extshape_blockus:mossy_bamboo_vertical_stairs extshape_blockus:mossy_bamboo_wall extshape_blockus:mossy_raw_bamboo_quarter_piece extshape_blockus:mossy_raw_bamboo_vertical_quarter_piece extshape_blockus:mossy_raw_bamboo_vertical_slab extshape_blockus:mossy_raw_bamboo_vertical_stairs extshape_blockus:mossy_raw_bamboo_wall extshape_blockus:raw_bamboo_mosaic_quarter_piece extshape_blockus:raw_bamboo_mosaic_vertical_quarter_piece extshape_blockus:raw_bamboo_mosaic_vertical_slab extshape_blockus:raw_bamboo_mosaic_vertical_stairs extshape_blockus:raw_bamboo_mosaic_wall extshape_blockus:raw_bamboo_quarter_piece extshape_blockus:raw_bamboo_vertical_quarter_piece extshape_blockus:raw_bamboo_vertical_slab extshape_blockus:raw_bamboo_vertical_stairs extshape_blockus:raw_bamboo_wall \
\
farmersdelight:basket \
\
fossilslegacy:calamites_button fossilslegacy:calamites_door fossilslegacy:calamites_fence fossilslegacy:calamites_fence_gate fossilslegacy:calamites_pressure_plate fossilslegacy:calamites_slab fossilslegacy:calamites_stairs fossilslegacy:calamites_trapdoor fossilslegacy:lepidodendron_button fossilslegacy:lepidodendron_door fossilslegacy:lepidodendron_fence fossilslegacy:lepidodendron_fence_gate fossilslegacy:lepidodendron_pressure_plate fossilslegacy:lepidodendron_slab fossilslegacy:lepidodendron_stairs fossilslegacy:lepidodendron_trapdoor \
\
growthcraft_bamboo:bamboo_door growthcraft_bamboo:bamboo_fence growthcraft_bamboo:bamboo_fence_gate growthcraft_bamboo:bamboo_slab_half growthcraft_bamboo:bamboo_stairs growthcraft_bamboo:bamboo_stalk growthcraft_bamboo:rope_knot_bamboo \
\
growthcraft_fishtrap:fishtrap_bamboo \
\
handcrafted:bamboo_bench handcrafted:bamboo_chair handcrafted:bamboo_corner_trim handcrafted:bamboo_couch handcrafted:bamboo_counter handcrafted:bamboo_cupboard handcrafted:bamboo_desk handcrafted:bamboo_dining_bench handcrafted:bamboo_drawer handcrafted:bamboo_fancy_bed handcrafted:bamboo_nightstand handcrafted:bamboo_pillar_trim handcrafted:bamboo_shelf handcrafted:bamboo_side_table handcrafted:bamboo_table \
\
hearth_and_home:bamboo_lattice hearth_and_home:bamboo_mat \
\
mcwbridges:bamboo_bridge mcwbridges:bamboo_bridge_pier mcwbridges:bamboo_bridge_stair mcwbridges:dry_bamboo_bridge mcwbridges:dry_bamboo_bridge_pier mcwbridges:dry_bamboo_bridge_stair \
\
mcwdoors:bamboo_bark_glass_door mcwdoors:bamboo_barn_door mcwdoors:bamboo_barn_glass_door mcwdoors:bamboo_beach_door mcwdoors:bamboo_classic_door mcwdoors:bamboo_cottage_door mcwdoors:bamboo_four_panel_door mcwdoors:bamboo_glass_door mcwdoors:bamboo_japanese2_door mcwdoors:bamboo_japanese_door mcwdoors:bamboo_modern_door mcwdoors:bamboo_mystic_door mcwdoors:bamboo_nether_door mcwdoors:bamboo_paper_door mcwdoors:bamboo_stable_door mcwdoors:bamboo_stable_head_door mcwdoors:bamboo_swamp_door mcwdoors:bamboo_tropical_door mcwdoors:bamboo_waffle_door mcwdoors:bamboo_western_door mcwdoors:bamboo_whispering_door \
\
mcwfences:bamboo_curved_gate mcwfences:bamboo_fence mcwfences:bamboo_highley_gate mcwfences:bamboo_horse_fence mcwfences:bamboo_picket_fence mcwfences:bamboo_pyramid_gate mcwfences:bamboo_stockade_fence mcwfences:bamboo_wired_fence \
\
mcwlights:bamboo_tiki_torch:lit=false mcwlights:soul_bamboo_tiki_torch:lit=false \
\
mcwpaths:bamboo_planks_path \
\
mcwroofs:bamboo_attic_roof mcwroofs:bamboo_lower_roof mcwroofs:bamboo_mosaic_attic_roof mcwroofs:bamboo_mosaic_lower_roof mcwroofs:bamboo_mosaic_roof mcwroofs:bamboo_mosaic_steep_roof mcwroofs:bamboo_mosaic_top_roof mcwroofs:bamboo_mosaic_upper_lower_roof mcwroofs:bamboo_mosaic_upper_steep_roof mcwroofs:bamboo_planks_attic_roof mcwroofs:bamboo_planks_lower_roof mcwroofs:bamboo_planks_roof mcwroofs:bamboo_planks_steep_roof mcwroofs:bamboo_planks_top_roof mcwroofs:bamboo_planks_upper_lower_roof mcwroofs:bamboo_planks_upper_steep_roof mcwroofs:bamboo_roof mcwroofs:bamboo_steep_roof mcwroofs:bamboo_top_roof mcwroofs:bamboo_upper_lower_roof mcwroofs:bamboo_upper_steep_roof \
\
mcwtrpdoors:bamboo_bark_trapdoor mcwtrpdoors:bamboo_barn_trapdoor mcwtrpdoors:bamboo_barred_trapdoor mcwtrpdoors:bamboo_barrel_trapdoor mcwtrpdoors:bamboo_beach_trapdoor mcwtrpdoors:bamboo_blossom_trapdoor mcwtrpdoors:bamboo_classic_trapdoor mcwtrpdoors:bamboo_cottage_trapdoor mcwtrpdoors:bamboo_four_panel_trapdoor mcwtrpdoors:bamboo_glass_trapdoor mcwtrpdoors:bamboo_mystic_trapdoor mcwtrpdoors:bamboo_paper_trapdoor mcwtrpdoors:bamboo_swamp_trapdoor mcwtrpdoors:bamboo_trapdoor mcwtrpdoors:bamboo_tropical_trapdoor mcwtrpdoors:bamboo_whispering_trapdoor \
\
mcwwindows:bamboo_shutter \
\
quark:reed_block_slab quark:reed_block_stairs quark:reed_block_wall \
\
securitycraft:reinforced_bamboo_button securitycraft:reinforced_bamboo_fence securitycraft:reinforced_bamboo_fence_gate securitycraft:reinforced_bamboo_mosaic_slab securitycraft:reinforced_bamboo_mosaic_stairs securitycraft:reinforced_bamboo_pressure_plate securitycraft:reinforced_bamboo_slab securitycraft:reinforced_bamboo_stairs \
\
supplementaries:bamboo_spikes \
\
suppsquared:betterend/item_shelf_lacugrove suppsquared:fossilslegacy/item_shelf_calamites suppsquared:fossilslegacy/item_shelf_lepidodendron suppsquared:item_shelf_bamboo \
\
twigs:bamboo_mat twigs:bamboo_table \
\
twilightforest:bamboo_banister
# Bamboo Stairs and Slabs
block.10759 = bamboo_slab bamboo_mosaic_slab bamboo_stairs bamboo_mosaic_stairs \
\
bambooeverything:bamboo_slab bambooeverything:bamboo_stairs bambooeverything:dry_bamboo_slab bambooeverything:dry_bamboo_stairs
# Cherry Wood Full Blocks
block.10760 = cherry_planks stripped_cherry_log stripped_cherry_wood \
\
ad_astra:glacian_planks ad_astra:stripped_glacian_log \
\
betterend:amaranita_hymenophore \
\
biomesoplenty:fir_planks biomesoplenty:mahogany_planks biomesoplenty:stripped_fir_log biomesoplenty:stripped_fir_wood biomesoplenty:stripped_mahogany_log biomesoplenty:stripped_mahogany_wood \
\
biomeswevegone:jacaranda_bookshelf biomeswevegone:jacaranda_crafting_table biomeswevegone:jacaranda_planks biomeswevegone:stripped_jacaranda_log biomeswevegone:stripped_jacaranda_wood \
\
blockus:cherry_cross_timber_frame blockus:cherry_diagonal_timber_frame blockus:cherry_grate blockus:cherry_mosaic blockus:cherry_small_logs blockus:cherry_timber_frame blockus:herringbone_cherry_planks blockus:mossy_cherry_planks \
\
charm:cherry_barrel charm:cherry_bookshelf charm:chiseled_cherry_bookshelf \
\
ched:double_herringbone_cherry_planks \
\
chipped:basket_woven_cherry_planks chipped:boxed_cherry_planks chipped:brick_bond_cherry_planks chipped:bricky_cherry_planks chipped:carved_stripped_cherry_log chipped:cherry_planks_mosaic chipped:cherry_planks_panel chipped:cherry_planks_shavings chipped:chipped_stripped_cherry_log chipped:cornered_cherry_planks chipped:crated_cherry_planks chipped:cross_laced_cherry_planks chipped:crossed_cherry_planks chipped:d_sign_stripped_cherry_log chipped:detailed_cherry_planks chipped:diagonal_cherry_planks chipped:diamond_cherry_planks chipped:double_herringbone_cherry_planks chipped:edged_stripped_cherry_log chipped:enclosed_cherry_planks chipped:f_sign_stripped_cherry_log chipped:fine_cherry_planks chipped:fine_vertical_cherry_planks chipped:framed_cherry_planks chipped:herringbone_cherry_planks chipped:hewn_cherry_planks chipped:i_sign_stripped_cherry_log chipped:k_sign_stripped_cherry_log chipped:knotted_stripped_cherry_log chipped:l_sign_stripped_cherry_log chipped:laced_cherry_planks chipped:layered_stripped_cherry_log chipped:lumpy_stripped_cherry_log chipped:m_sign_stripped_cherry_log chipped:nailed_cherry_planks chipped:natural_cherry_planks chipped:patient_stripped_cherry_log chipped:pegged_cherry_planks chipped:polished_cherry_planks chipped:railed_cherry_planks chipped:reinforced_stripped_cherry_log chipped:shifted_cherry_planks chipped:sign_stripped_cherry_log chipped:slanted_cherry_planks chipped:smooth_cherry_planks chipped:stacked_cherry_planks chipped:stern_stripped_cherry_log chipped:thin_cherry_planks chipped:tiled_cherry_planks chipped:varnished_barrel chipped:versailles_cherry_planks chipped:vertical_cherry_planks chipped:vertically_railed_cherry_planks chipped:whirlwind_cherry_planks chipped:wickered_cherry_planks chipped:wise_stripped_cherry_log \
\
dynamictrees:stripped_cherry_branch:radius=8 \
\
ecologics:azalea_planks ecologics:flowering_azalea_planks ecologics:stripped_azalea_log ecologics:stripped_azalea_wood \
\
farmersdelight:cherry_cabinet \
\
fixedminecraft:azalea_planks fixedminecraft:stripped_azalea_log fixedminecraft:stripped_azalea_wood \
\
friendsandfoes:cherry_beehive \
\
functionalstorage:cherry_1 functionalstorage:cherry_2 functionalstorage:cherry_4 \
\
hearth_and_home:cherry_parquet hearth_and_home:cherry_sanded_wood hearth_and_home:cherry_trim hearth_and_home:cherry_vertical_trim \
\
lolmct:cherry_crafting_table \
\
natura:overworld_bookshelves:type=eucalyptus natura:overworld_planks:type=eucalyptus natura:overworld_workbenches:type=eucalyptus \
\
rechiseled:cherry_planks_beams rechiseled:cherry_planks_beams_connecting rechiseled:cherry_planks_brick_pattern rechiseled:cherry_planks_brick_pattern_connecting rechiseled:cherry_planks_brick_paving rechiseled:cherry_planks_brick_paving_connecting rechiseled:cherry_planks_bricks rechiseled:cherry_planks_bricks_connecting rechiseled:cherry_planks_crate rechiseled:cherry_planks_crate_connecting rechiseled:cherry_planks_diagonal_stripes rechiseled:cherry_planks_diagonal_stripes_connecting rechiseled:cherry_planks_diagonal_tiles rechiseled:cherry_planks_diagonal_tiles_connecting rechiseled:cherry_planks_dotted rechiseled:cherry_planks_dotted_connecting rechiseled:cherry_planks_flooring rechiseled:cherry_planks_flooring_connecting rechiseled:cherry_planks_large_tiles rechiseled:cherry_planks_large_tiles_connecting rechiseled:cherry_planks_mosaic rechiseled:cherry_planks_pattern rechiseled:cherry_planks_pattern_connecting rechiseled:cherry_planks_rotated_bricks rechiseled:cherry_planks_rotated_bricks_connecting rechiseled:cherry_planks_small_bricks rechiseled:cherry_planks_small_bricks_connecting rechiseled:cherry_planks_small_tiles rechiseled:cherry_planks_small_tiles_connecting rechiseled:cherry_planks_squares rechiseled:cherry_planks_squares_connecting rechiseled:cherry_planks_tiles rechiseled:cherry_planks_tiles_connecting rechiseled:cherry_planks_wavy rechiseled:cherry_planks_wavy_connecting rechiseled:cherry_planks_woven rechiseled:cherry_planks_woven_connecting \
\
securitycraft:reinforced_cherry_planks securitycraft:reinforced_stripped_cherry_log securitycraft:reinforced_stripped_cherry_wood
# Cherry Wood Non-Full Blocks
block.10761 = cherry_fence cherry_fence_gate cherry_pressure_plate cherry_button cherry_trapdoor cherry_shelf \
\
ad_astra:glacian_button ad_astra:glacian_door ad_astra:glacian_fence ad_astra:glacian_fence_gate ad_astra:glacian_pressure_plate ad_astra:glacian_slab ad_astra:glacian_stairs ad_astra:glacian_trapdoor \
\
additionalplacements:blockus.cherry_mosaic_slab additionalplacements:blockus.cherry_mosaic_stairs additionalplacements:blockus.mossy_cherry_slab additionalplacements:blockus.mossy_cherry_stairs additionalplacements:extshape.stripped_cherry_log_slab additionalplacements:extshape.stripped_cherry_log_stairs additionalplacements:extshape.stripped_cherry_wood_pressure_plate additionalplacements:extshape.stripped_cherry_wood_slab additionalplacements:extshape.stripped_cherry_wood_stairs additionalplacements:extshape_blockus.herringbone_cherry_slab additionalplacements:extshape_blockus.herringbone_cherry_stairs additionalplacements:minecraft.cherry_pressure_plate additionalplacements:minecraft.cherry_slab additionalplacements:minecraft.cherry_stairs \
\
another_furniture:cherry_bench another_furniture:cherry_chair another_furniture:cherry_drawer another_furniture:cherry_flower_box another_furniture:cherry_shelf another_furniture:cherry_shutter another_furniture:cherry_table \
\
betternether:cherry_bar_stool betternether:cherry_chair betternether:cherry_taburet \
\
biomesoplenty:fir_button biomesoplenty:fir_door biomesoplenty:fir_fence biomesoplenty:fir_fence_gate biomesoplenty:fir_pressure_plate biomesoplenty:fir_slab biomesoplenty:fir_stairs biomesoplenty:fir_trapdoor biomesoplenty:mahogany_button biomesoplenty:mahogany_door biomesoplenty:mahogany_fence biomesoplenty:mahogany_fence_gate biomesoplenty:mahogany_pressure_plate biomesoplenty:mahogany_slab biomesoplenty:mahogany_stairs biomesoplenty:mahogany_trapdoor \
\
biomeswevegone:jacaranda_button biomeswevegone:jacaranda_door biomeswevegone:jacaranda_fence biomeswevegone:jacaranda_fence_gate biomeswevegone:jacaranda_pressure_plate biomeswevegone:jacaranda_slab biomeswevegone:jacaranda_stairs biomeswevegone:jacaranda_trapdoor \
\
blockbox:cherry_seat blockbox:stripped_cherry_palisade blockbox:stripped_spiked_cherry_palisade \
\
blockus:cherry_lattice blockus:cherry_mosaic_slab blockus:cherry_mosaic_stairs blockus:mossy_cherry_slab blockus:mossy_cherry_stairs blockus:stripped_cherry_post \
\
condiments:cherry_accent condiments:cherry_wall:up=false \
\
diagonalfences:ad_astra/glacian_fence diagonalfences:ecologics/azalea_fence diagonalfences:ecologics/flowering_azalea_fence diagonalfences:extshape/stripped_cherry_wood_fence diagonalfences:minecraft/cherry_fence diagonalfences:securitycraft/reinforced_cherry_fence \
\
diagonalwalls:extshape/cherry_wall diagonalwalls:extshape/stripped_cherry_wood_wall diagonalwalls:extshape_blockus/cherry_mosaic_wall diagonalwalls:extshape_blockus/herringbone_cherry_wall diagonalwalls:extshape_blockus/mossy_cherry_wall \
\
diagonalwindows:blockus/cherry_lattice \
\
dynamictrees:stripped_cherry_branch:radius=1 dynamictrees:stripped_cherry_branch:radius=2 dynamictrees:stripped_cherry_branch:radius=3 dynamictrees:stripped_cherry_branch:radius=4 dynamictrees:stripped_cherry_branch:radius=5 dynamictrees:stripped_cherry_branch:radius=6 dynamictrees:stripped_cherry_branch:radius=7 \
\
ecologics:azalea_button ecologics:azalea_door ecologics:azalea_fence ecologics:azalea_fence_gate ecologics:azalea_pressure_plate ecologics:azalea_slab ecologics:azalea_stairs ecologics:azalea_trapdoor ecologics:flowering_azalea_door ecologics:flowering_azalea_fence ecologics:flowering_azalea_fence_gate ecologics:flowering_azalea_slab ecologics:flowering_azalea_stairs ecologics:flowering_azalea_trapdoor \
\
exdeorum:cherry_barrel exdeorum:cherry_compressed_sieve exdeorum:cherry_crucible exdeorum:cherry_sieve \
\
extshape:cherry_quarter_piece extshape:cherry_vertical_quarter_piece extshape:cherry_vertical_slab extshape:cherry_vertical_stairs extshape:cherry_wall extshape:stripped_cherry_log_quarter_piece extshape:stripped_cherry_log_slab extshape:stripped_cherry_log_stairs extshape:stripped_cherry_log_vertical_quarter_piece extshape:stripped_cherry_log_vertical_slab extshape:stripped_cherry_log_vertical_stairs extshape:stripped_cherry_wood_button extshape:stripped_cherry_wood_fence extshape:stripped_cherry_wood_fence_gate extshape:stripped_cherry_wood_pressure_plate extshape:stripped_cherry_wood_quarter_piece extshape:stripped_cherry_wood_slab extshape:stripped_cherry_wood_stairs extshape:stripped_cherry_wood_vertical_quarter_piece extshape:stripped_cherry_wood_vertical_slab extshape:stripped_cherry_wood_vertical_stairs extshape:stripped_cherry_wood_wall \
\
extshape_blockus:cherry_mosaic_quarter_piece extshape_blockus:cherry_mosaic_vertical_quarter_piece extshape_blockus:cherry_mosaic_vertical_slab extshape_blockus:cherry_mosaic_vertical_stairs extshape_blockus:cherry_mosaic_wall extshape_blockus:herringbone_cherry_quarter_piece extshape_blockus:herringbone_cherry_slab extshape_blockus:herringbone_cherry_stairs extshape_blockus:herringbone_cherry_vertical_quarter_piece extshape_blockus:herringbone_cherry_vertical_slab extshape_blockus:herringbone_cherry_vertical_stairs extshape_blockus:herringbone_cherry_wall extshape_blockus:mossy_cherry_quarter_piece extshape_blockus:mossy_cherry_vertical_quarter_piece extshape_blockus:mossy_cherry_vertical_slab extshape_blockus:mossy_cherry_vertical_stairs extshape_blockus:mossy_cherry_wall \
\
handcrafted:cherry_bench handcrafted:cherry_chair handcrafted:cherry_corner_trim handcrafted:cherry_couch handcrafted:cherry_counter handcrafted:cherry_cupboard handcrafted:cherry_desk handcrafted:cherry_dining_bench handcrafted:cherry_drawer handcrafted:cherry_fancy_bed handcrafted:cherry_nightstand handcrafted:cherry_pillar_trim handcrafted:cherry_shelf handcrafted:cherry_side_table handcrafted:cherry_table \
\
hearth_and_home:cherry_lattice \
\
hydrol:cherry_wood_wall \
\
mcwdoors:cherry_bamboo_door mcwdoors:cherry_barn_door mcwdoors:cherry_barn_glass_door mcwdoors:cherry_beach_door mcwdoors:cherry_classic_door mcwdoors:cherry_cottage_door mcwdoors:cherry_four_panel_door mcwdoors:cherry_glass_door mcwdoors:cherry_japanese2_door mcwdoors:cherry_japanese_door mcwdoors:cherry_modern_door mcwdoors:cherry_mystic_door mcwdoors:cherry_nether_door mcwdoors:cherry_paper_door mcwdoors:cherry_stable_door mcwdoors:cherry_stable_head_door mcwdoors:cherry_swamp_door mcwdoors:cherry_tropical_door mcwdoors:cherry_western_door mcwdoors:cherry_whispering_door \
\
mcwlights:cherry_ceiling_fan_light:lit=false \
\
mcwpaths:cherry_planks_path \
\
mcwroofs:cherry_planks_attic_roof mcwroofs:cherry_planks_lower_roof mcwroofs:cherry_planks_roof mcwroofs:cherry_planks_steep_roof mcwroofs:cherry_planks_top_roof mcwroofs:cherry_planks_upper_lower_roof mcwroofs:cherry_planks_upper_steep_roof \
\
mcwtrpdoors:cherry_bamboo_trapdoor mcwtrpdoors:cherry_barn_trapdoor mcwtrpdoors:cherry_barred_trapdoor mcwtrpdoors:cherry_barrel_trapdoor mcwtrpdoors:cherry_beach_trapdoor mcwtrpdoors:cherry_classic_trapdoor mcwtrpdoors:cherry_cottage_trapdoor mcwtrpdoors:cherry_four_panel_trapdoor mcwtrpdoors:cherry_glass_trapdoor mcwtrpdoors:cherry_mystic_trapdoor mcwtrpdoors:cherry_paper_trapdoor mcwtrpdoors:cherry_ranch_trapdoor mcwtrpdoors:cherry_swamp_trapdoor mcwtrpdoors:cherry_tropical_trapdoor mcwtrpdoors:cherry_whispering_trapdoor \
\
mcwwindows:cherry_blinds mcwwindows:cherry_curtain_rod mcwwindows:cherry_louvered_shutter mcwwindows:cherry_plank_four_window mcwwindows:cherry_plank_pane_window mcwwindows:cherry_plank_parapet mcwwindows:cherry_plank_window mcwwindows:cherry_plank_window2 mcwwindows:cherry_shutter mcwwindows:stripped_cherry_log_four_window mcwwindows:stripped_cherry_log_window mcwwindows:stripped_cherry_log_window2 mcwwindows:stripped_cherry_pane_window \
\
natura:eucalyptus_button natura:eucalyptus_fence natura:eucalyptus_fence_gate natura:eucalyptus_pressure_plate natura:eucalyptus_trap_door natura:overworld_door_eucalyptus natura:overworld_slab2:type=eucalyptus natura:overworld_stairs_eucalyptus \
\
securitycraft:reinforced_cherry_button securitycraft:reinforced_cherry_fence securitycraft:reinforced_cherry_fence_gate securitycraft:reinforced_cherry_pressure_plate securitycraft:reinforced_cherry_slab securitycraft:reinforced_cherry_stairs \
\
suppsquared:ecologics/item_shelf_azalea suppsquared:ecologics/item_shelf_flowering_azalea suppsquared:item_shelf_cherry \
\
twigs:cherry_table \
\
twilightforest:cherry_banister \
\
wilderwild:stripped_hollowed_cherry_log
# Cherry Wood Stairs and Slabs
block.10763 = cherry_slab cherry_stairs
# Cherry Logs
block.10764 = cherry_log cherry_wood \
tags_cherry_logs \
\
ad_astra:glacian_log \
\
betterend:tenanea_bark betterend:tenanea_log \
\
biomesoplenty:mahogany_log biomesoplenty:mahogany_wood \
\
biomeswevegone:mahogany_log biomeswevegone:mahogany_wood \
\
chipped:bundled_cherry_log chipped:center_cut_cherry_log chipped:damaged_cherry_log chipped:edge_cut_cherry_log chipped:firewood_cherry_log chipped:flowering_cherry_log chipped:mixed_cherry_log chipped:nailed_cherry_log chipped:overgrown_cherry_log chipped:planked_cherry_log chipped:reinforced_cherry_log \
\
dynamictrees:cherry_branch:radius=8 \
\
ecologics:azalea_log ecologics:azalea_wood ecologics:flowering_azalea_log ecologics:flowering_azalea_wood \
\
fixedminecraft:azalea_log fixedminecraft:azalea_wood \
\
securitycraft:reinforced_cherry_log securitycraft:reinforced_cherry_wood
# Cherry Non-Full Logs (Modded Only)
block.10765 = extshape:cherry_log_stairs extshape:cherry_wood_stairs extshape:cherry_wood_slab extshape:cherry_wood_vertical_slab extshape:cherry_wood_vertical_stairs extshape:cherry_wood_quarter_piece extshape:cherry_wood_vertical_quarter_piece extshape:cherry_wood_fence extshape:cherry_wood_fence_gate extshape:cherry_wood_wall extshape:cherry_wood_button extshape:cherry_wood_pressure_plate extshape:cherry_log_slab extshape:cherry_log_vertical_slab extshape:cherry_log_vertical_stairs extshape:cherry_log_quarter_piece extshape:cherry_log_vertical_quarter_piece \
\
additionalplacements:extshape.cherry_log_slab additionalplacements:extshape.cherry_log_stairs additionalplacements:extshape.cherry_wood_pressure_plate additionalplacements:extshape.cherry_wood_slab additionalplacements:extshape.cherry_wood_stairs additionalplacements:extshape_blockus.cherry_small_logs_slab additionalplacements:extshape_blockus.cherry_small_logs_stairs \
\
blockbox:cherry_palisade blockbox:spiked_cherry_palisade \
\
blockus:cherry_post \
\
condiments:cherry_wall:up=true \
\
diagonalfences:extshape/cherry_log_fence diagonalfences:extshape/cherry_wood_fence diagonalfences:mcwfences/cherry_horse_fence diagonalfences:mcwfences/cherry_picket_fence diagonalfences:mcwfences/cherry_stockade_fence diagonalfences:mcwfences/cherry_wired_fence \
\
diagonalwalls:extshape/cherry_wood_wall \
\
dynamictrees:cherry_branch:radius=1 dynamictrees:cherry_branch:radius=2 dynamictrees:cherry_branch:radius=3 dynamictrees:cherry_branch:radius=4 dynamictrees:cherry_branch:radius=5 dynamictrees:cherry_branch:radius=6 dynamictrees:cherry_branch:radius=7 dynamictrees:cherry_sapling \
\
extshape_blockus:cherry_small_logs_quarter_piece extshape_blockus:cherry_small_logs_slab extshape_blockus:cherry_small_logs_stairs extshape_blockus:cherry_small_logs_vertical_quarter_piece extshape_blockus:cherry_small_logs_vertical_slab extshape_blockus:cherry_small_logs_vertical_stairs \
\
mcwbridges:cherry_bridge_pier mcwbridges:cherry_log_bridge_middle mcwbridges:cherry_log_bridge_stair mcwbridges:cherry_rail_bridge mcwbridges:cherry_rope_bridge_stair mcwbridges:rope_cherry_bridge \
\
mcwdoors:cherry_bark_glass_door \
\
mcwfences:cherry_curved_gate mcwfences:cherry_highley_gate mcwfences:cherry_horse_fence mcwfences:cherry_picket_fence mcwfences:cherry_pyramid_gate mcwfences:cherry_stockade_fence mcwfences:cherry_wired_fence \
\
mcwfurnitures:cherry_bookshelf mcwfurnitures:cherry_bookshelf_cupboard mcwfurnitures:cherry_bookshelf_drawer mcwfurnitures:cherry_chair mcwfurnitures:cherry_coffee_table mcwfurnitures:cherry_counter mcwfurnitures:cherry_covered_desk mcwfurnitures:cherry_cupboard_counter mcwfurnitures:cherry_desk mcwfurnitures:cherry_double_drawer mcwfurnitures:cherry_double_drawer_counter mcwfurnitures:cherry_double_kitchen_cabinet mcwfurnitures:cherry_double_wardrobe mcwfurnitures:cherry_drawer mcwfurnitures:cherry_drawer_counter mcwfurnitures:cherry_end_table mcwfurnitures:cherry_glass_kitchen_cabinet mcwfurnitures:cherry_glass_table mcwfurnitures:cherry_kitchen_cabinet mcwfurnitures:cherry_large_drawer mcwfurnitures:cherry_lower_bookshelf_drawer mcwfurnitures:cherry_lower_triple_drawer mcwfurnitures:cherry_modern_chair mcwfurnitures:cherry_modern_desk mcwfurnitures:cherry_modern_wardrobe mcwfurnitures:cherry_stool_chair mcwfurnitures:cherry_striped_chair mcwfurnitures:cherry_table mcwfurnitures:cherry_triple_drawer mcwfurnitures:cherry_wardrobe mcwfurnitures:stripped_cherry_bookshelf mcwfurnitures:stripped_cherry_bookshelf_cupboard mcwfurnitures:stripped_cherry_bookshelf_drawer mcwfurnitures:stripped_cherry_chair mcwfurnitures:stripped_cherry_coffee_table mcwfurnitures:stripped_cherry_counter mcwfurnitures:stripped_cherry_covered_desk mcwfurnitures:stripped_cherry_cupboard_counter mcwfurnitures:stripped_cherry_desk mcwfurnitures:stripped_cherry_double_drawer mcwfurnitures:stripped_cherry_double_drawer_counter mcwfurnitures:stripped_cherry_double_kitchen_cabinet mcwfurnitures:stripped_cherry_double_wardrobe mcwfurnitures:stripped_cherry_drawer mcwfurnitures:stripped_cherry_drawer_counter mcwfurnitures:stripped_cherry_end_table mcwfurnitures:stripped_cherry_glass_kitchen_cabinet mcwfurnitures:stripped_cherry_glass_table mcwfurnitures:stripped_cherry_kitchen_cabinet mcwfurnitures:stripped_cherry_large_drawer mcwfurnitures:stripped_cherry_lower_bookshelf_drawer mcwfurnitures:stripped_cherry_lower_triple_drawer mcwfurnitures:stripped_cherry_modern_chair mcwfurnitures:stripped_cherry_modern_desk mcwfurnitures:stripped_cherry_modern_wardrobe mcwfurnitures:stripped_cherry_stool_chair mcwfurnitures:stripped_cherry_striped_chair mcwfurnitures:stripped_cherry_table mcwfurnitures:stripped_cherry_triple_drawer mcwfurnitures:stripped_cherry_wardrobe \
\
mcwlights:cherry_tiki_torch:lit=false mcwlights:soul_cherry_tiki_torch:lit=false \
\
mcwroofs:cherry_attic_roof mcwroofs:cherry_lower_roof mcwroofs:cherry_roof mcwroofs:cherry_steep_roof mcwroofs:cherry_top_roof mcwroofs:cherry_upper_lower_roof mcwroofs:cherry_upper_steep_roof \
\
mcwstairs:cherry_balcony mcwstairs:cherry_bulk_stairs mcwstairs:cherry_compact_stairs mcwstairs:cherry_loft_stairs mcwstairs:cherry_platform mcwstairs:cherry_railing mcwstairs:cherry_skyline_stairs mcwstairs:cherry_terrace_stairs \
\
mcwtrpdoors:cherry_bark_trapdoor \
\
mcwwindows:cherry_four_window mcwwindows:cherry_log_parapet mcwwindows:cherry_pane_window mcwwindows:cherry_window mcwwindows:cherry_window2 \
\
missingwilds:fallen_cherry_log \
\
tfc:plant/cherry_branch tfc:plant/cherry_growing_branch \
\
twilightforest:hollow_cherry_log_climbable twilightforest:hollow_cherry_log_horizontal twilightforest:hollow_cherry_log_vertical \
\
wilderwild:hollowed_cherry_log
# Torchflower
block.10769 = torchflower \
\
ars_elemental:sparkflower \
\
biomeswevegone:guzmania \
\
cinderscapes:pyracinth \
\
flowerpatch:torchflower
# Potted Torchflower
block.10773 = potted_torchflower \
\
biomeswevegone:potted_guzmania \
\
cinderscapes:potted_pyracinth
# Nether Fungus - Euphoria Patches Disable Interactive Foliage
block.10776 = warped_fungus crimson_fungus \
\
ad_astra:aeronos_mushroom ad_astra:strophar_mushroom \
\
chipped:bulbed_crimson_fungus chipped:bulbed_warped_fungus chipped:button_crimson_fungus chipped:button_warped_fungus chipped:clustered_crimson_fungus chipped:crimson_fungus_bulb chipped:crimson_fungus_bushel chipped:crimson_fungus_cluster chipped:crimson_fungus_trio chipped:double_crimson_fungus chipped:double_warped_fungus chipped:franken_crimson_fungus chipped:franken_warped_fungus chipped:hooded_crimson_fungus chipped:hooded_warped_fungus chipped:micro_crimson_fungus chipped:micro_warped_fungus chipped:mini_crimson_fungus chipped:mini_warped_fungus chipped:umbrella_crimson_fungus chipped:umbrella_warped_fungus chipped:warped_fungus_bulb chipped:warped_fungus_bushel chipped:warped_fungus_cluster chipped:warped_fungus_trio chipped:wicked_crimson_fungus chipped:wicked_warped_fungus \
\
cinderscapes:scorched_tendrils \
\
dynamictrees:crimson_sapling dynamictrees:warped_sapling \
\
tconstruct:blood_slime_sapling \
\
wilderwild:crimson_shelf_fungi wilderwild:warped_shelf_fungi
# Potted nether fungus
block.10780 = potted_crimson_fungus potted_warped_fungus \
\
cinderscapes:potted_scorched_tendrils
# Calibrated Sculk Sensor Not Active
block.10784 = calibrated_sculk_sensor:sculk_sensor_phase=inactive calibrated_sculk_sensor:sculk_sensor_phase=cooldown
# Calibrated Sculk Sensor Active
block.10788 = calibrated_sculk_sensor:sculk_sensor_phase=active
# Oak Door Unpowered - Euphoria Patches Redstone IPBR
block.10793 = oak_door:powered=false \
\
chipped:airy_oak_trapdoor:powered=false chipped:barred_oak_door:powered=false chipped:barred_oak_trapdoor:powered=false chipped:beach_oak_door:powered=false chipped:boarded_oak_door:powered=false chipped:checkered_oak_trapdoor:powered=false chipped:classic_windowed_oak_trapdoor:powered=false chipped:cobweb_oak_trapdoor:powered=false chipped:distorted_oak_trapdoor:powered=false chipped:dual_paneled_oak_door:powered=false chipped:fancy_oak_trapdoor:powered=false chipped:fortified_oak_door:powered=false chipped:gated_oak_door:powered=false chipped:glass_oak_door:powered=false chipped:golden_barred_oak_trapdoor:powered=false chipped:heavy_oak_door:powered=false chipped:heavy_oak_trapdoor:powered=false chipped:iron_barred_oak_trapdoor:powered=false chipped:leafy_oak_trapdoor:powered=false chipped:meshed_oak_trapdoor:powered=false chipped:overgrown_oak_door:powered=false chipped:overgrown_oak_trapdoor:powered=false chipped:paneled_oak_door:powered=false chipped:paper_oak_door:powered=false chipped:pointless_oak_trapdoor:powered=false chipped:pressed_oak_door:powered=false chipped:screen_oak_door:powered=false chipped:secret_oak_door:powered=false chipped:shack_oak_door:powered=false chipped:sliding_oak_door:powered=false chipped:slotted_oak_trapdoor:powered=false chipped:solid_oak_trapdoor:powered=false chipped:supported_oak_door:powered=false chipped:suspicious_oak_trapdoor:powered=false chipped:tile_windowed_oak_door:powered=false chipped:tiled_oak_door:powered=false chipped:twisted_oak_trapdoor:powered=false chipped:vined_oak_trapdoor:powered=false chipped:warted_oak_trapdoor:powered=false chipped:windowed_oak_door:powered=false chipped:windowed_oak_trapdoor:powered=false chipped:woven_oak_trapdoor:powered=false
# Oak Door Powered - Euphoria Patches Redstone IPBR
block.10795 = oak_door:powered=true \
\
chipped:airy_oak_trapdoor:powered=true chipped:barred_oak_door:powered=true chipped:barred_oak_trapdoor:powered=true chipped:beach_oak_door:powered=true chipped:boarded_oak_door:powered=true chipped:checkered_oak_trapdoor:powered=true chipped:classic_windowed_oak_trapdoor:powered=true chipped:cobweb_oak_trapdoor:powered=true chipped:distorted_oak_trapdoor:powered=true chipped:dual_paneled_oak_door:powered=true chipped:fancy_oak_trapdoor:powered=true chipped:fortified_oak_door:powered=true chipped:gated_oak_door:powered=true chipped:glass_oak_door:powered=true chipped:golden_barred_oak_trapdoor:powered=true chipped:heavy_oak_door:powered=true chipped:heavy_oak_trapdoor:powered=true chipped:iron_barred_oak_trapdoor:powered=true chipped:leafy_oak_trapdoor:powered=true chipped:meshed_oak_trapdoor:powered=true chipped:overgrown_oak_door:powered=true chipped:overgrown_oak_trapdoor:powered=true chipped:paneled_oak_door:powered=true chipped:paper_oak_door:powered=true chipped:pointless_oak_trapdoor:powered=true chipped:pressed_oak_door:powered=true chipped:screen_oak_door:powered=true chipped:secret_oak_door:powered=true chipped:shack_oak_door:powered=true chipped:sliding_oak_door:powered=true chipped:slotted_oak_trapdoor:powered=true chipped:solid_oak_trapdoor:powered=true chipped:supported_oak_door:powered=true chipped:suspicious_oak_trapdoor:powered=true chipped:tile_windowed_oak_door:powered=true chipped:tiled_oak_door:powered=true chipped:twisted_oak_trapdoor:powered=true chipped:vined_oak_trapdoor:powered=true chipped:warted_oak_trapdoor:powered=true chipped:windowed_oak_door:powered=true chipped:windowed_oak_trapdoor:powered=true chipped:woven_oak_trapdoor:powered=true
# Spruce Door Unpowered - Euphoria Patches Redstone IPBR
block.10797 = spruce_door:powered=false \
\
charm:azalea_door \
\
chipped:airy_spruce_trapdoor:powered=false chipped:barred_spruce_door:powered=false chipped:barred_spruce_trapdoor:powered=false chipped:beach_spruce_door:powered=false chipped:checkered_spruce_trapdoor:powered=false chipped:classic_spruce_trapdoor:powered=false chipped:classic_windowed_spruce_trapdoor:powered=false chipped:cobweb_spruce_trapdoor:powered=false chipped:distorted_spruce_trapdoor:powered=false chipped:dual_paneled_spruce_door:powered=false chipped:fancy_spruce_trapdoor:powered=false chipped:fortified_spruce_door:powered=false chipped:gated_spruce_door:powered=false chipped:glass_spruce_door:powered=false chipped:golden_barred_spruce_trapdoor:powered=false chipped:heavy_spruce_door:powered=false chipped:iron_barred_spruce_trapdoor:powered=false chipped:leafy_spruce_trapdoor:powered=false chipped:meshed_spruce_trapdoor:powered=false chipped:overgrown_spruce_door:powered=false chipped:overgrown_spruce_trapdoor:powered=false chipped:paneled_spruce_door:powered=false chipped:paper_spruce_door:powered=false chipped:pointless_spruce_trapdoor:powered=false chipped:pressed_spruce_door:powered=false chipped:screen_spruce_door:powered=false chipped:secret_spruce_door:powered=false chipped:shack_spruce_door:powered=false chipped:sliding_spruce_door:powered=false chipped:slotted_spruce_trapdoor:powered=false chipped:solid_spruce_trapdoor:powered=false chipped:supported_spruce_door:powered=false chipped:suspicious_spruce_trapdoor:powered=false chipped:tile_windowed_spruce_door:powered=false chipped:tiled_spruce_door:powered=false chipped:twisted_spruce_trapdoor:powered=false chipped:vined_spruce_trapdoor:powered=false chipped:warted_spruce_trapdoor:powered=false chipped:windowed_spruce_door:powered=false chipped:windowed_spruce_trapdoor:powered=false chipped:woven_spruce_trapdoor:powered=false
# Spruce Door Powered - Euphoria Patches Redstone IPBR
block.10799 = spruce_door:powered=true \
\
chipped:airy_spruce_trapdoor:powered=true chipped:barred_spruce_door:powered=true chipped:barred_spruce_trapdoor:powered=true chipped:beach_spruce_door:powered=true chipped:checkered_spruce_trapdoor:powered=true chipped:classic_spruce_trapdoor:powered=true chipped:classic_windowed_spruce_trapdoor:powered=true chipped:cobweb_spruce_trapdoor:powered=true chipped:distorted_spruce_trapdoor:powered=true chipped:dual_paneled_spruce_door:powered=true chipped:fancy_spruce_trapdoor:powered=true chipped:fortified_spruce_door:powered=true chipped:gated_spruce_door:powered=true chipped:glass_spruce_door:powered=true chipped:golden_barred_spruce_trapdoor:powered=true chipped:heavy_spruce_door:powered=true chipped:iron_barred_spruce_trapdoor:powered=true chipped:leafy_spruce_trapdoor:powered=true chipped:meshed_spruce_trapdoor:powered=true chipped:overgrown_spruce_door:powered=true chipped:overgrown_spruce_trapdoor:powered=true chipped:paneled_spruce_door:powered=true chipped:paper_spruce_door:powered=true chipped:pointless_spruce_trapdoor:powered=true chipped:pressed_spruce_door:powered=true chipped:screen_spruce_door:powered=true chipped:secret_spruce_door:powered=true chipped:shack_spruce_door:powered=true chipped:sliding_spruce_door:powered=true chipped:slotted_spruce_trapdoor:powered=true chipped:solid_spruce_trapdoor:powered=true chipped:supported_spruce_door:powered=true chipped:suspicious_spruce_trapdoor:powered=true chipped:tile_windowed_spruce_door:powered=true chipped:tiled_spruce_door:powered=true chipped:twisted_spruce_trapdoor:powered=true chipped:vined_spruce_trapdoor:powered=true chipped:warted_spruce_trapdoor:powered=true chipped:windowed_spruce_door:powered=true chipped:windowed_spruce_trapdoor:powered=true chipped:woven_spruce_trapdoor:powered=true
# Birch Door Unpowered - Euphoria Patches Redstone IPBR
block.10801 = birch_door:powered=false \
\
chipped:airy_birch_trapdoor:powered=false chipped:barred_birch_door:powered=false chipped:barred_birch_trapdoor:powered=false chipped:beach_birch_door:powered=false chipped:boarded_birch_door:powered=false chipped:checkered_birch_trapdoor:powered=false chipped:classic_birch_trapdoor:powered=false chipped:classic_windowed_birch_trapdoor:powered=false chipped:cobweb_birch_trapdoor:powered=false chipped:distorted_birch_trapdoor:powered=false chipped:dual_paneled_birch_door:powered=false chipped:fancy_birch_trapdoor:powered=false chipped:fortified_birch_door:powered=false chipped:gated_birch_door:powered=false chipped:glass_birch_door:powered=false chipped:golden_barred_birch_trapdoor:powered=false chipped:heavy_birch_door:powered=false chipped:heavy_birch_trapdoor:powered=false chipped:iron_barred_birch_trapdoor:powered=false chipped:leafy_birch_trapdoor:powered=false chipped:meshed_birch_trapdoor:powered=false chipped:overgrown_birch_door:powered=false chipped:overgrown_birch_trapdoor:powered=false chipped:paneled_birch_door:powered=false chipped:pointless_birch_trapdoor:powered=false chipped:pressed_birch_door:powered=false chipped:screen_birch_door:powered=false chipped:secret_birch_door:powered=false chipped:shack_birch_door:powered=false chipped:sliding_birch_door:powered=false chipped:slotted_birch_trapdoor:powered=false chipped:solid_birch_trapdoor:powered=false chipped:supported_birch_door:powered=false chipped:suspicious_birch_trapdoor:powered=false chipped:tile_windowed_birch_door:powered=false chipped:tiled_birch_door:powered=false chipped:twisted_birch_trapdoor:powered=false chipped:vined_birch_trapdoor:powered=false chipped:warted_birch_trapdoor:powered=false chipped:windowed_birch_door:powered=false chipped:windowed_birch_trapdoor:powered=false chipped:woven_birch_trapdoor:powered=false \
\
wilderwild:cypress_door
# Birch Door Powered - Euphoria Patches Redstone IPBR
block.10803 = birch_door:powered=true \
\
chipped:airy_birch_trapdoor:powered=true chipped:barred_birch_door:powered=true chipped:barred_birch_trapdoor:powered=true chipped:beach_birch_door:powered=true chipped:boarded_birch_door:powered=true chipped:checkered_birch_trapdoor:powered=true chipped:classic_birch_trapdoor:powered=true chipped:classic_windowed_birch_trapdoor:powered=true chipped:cobweb_birch_trapdoor:powered=true chipped:distorted_birch_trapdoor:powered=true chipped:dual_paneled_birch_door:powered=true chipped:fancy_birch_trapdoor:powered=true chipped:fortified_birch_door:powered=true chipped:gated_birch_door:powered=true chipped:glass_birch_door:powered=true chipped:golden_barred_birch_trapdoor:powered=true chipped:heavy_birch_door:powered=true chipped:heavy_birch_trapdoor:powered=true chipped:iron_barred_birch_trapdoor:powered=true chipped:leafy_birch_trapdoor:powered=true chipped:meshed_birch_trapdoor:powered=true chipped:overgrown_birch_door:powered=true chipped:overgrown_birch_trapdoor:powered=true chipped:paneled_birch_door:powered=true chipped:pointless_birch_trapdoor:powered=true chipped:pressed_birch_door:powered=true chipped:screen_birch_door:powered=true chipped:secret_birch_door:powered=true chipped:shack_birch_door:powered=true chipped:sliding_birch_door:powered=true chipped:slotted_birch_trapdoor:powered=true chipped:solid_birch_trapdoor:powered=true chipped:supported_birch_door:powered=true chipped:suspicious_birch_trapdoor:powered=true chipped:tile_windowed_birch_door:powered=true chipped:tiled_birch_door:powered=true chipped:twisted_birch_trapdoor:powered=true chipped:vined_birch_trapdoor:powered=true chipped:warted_birch_trapdoor:powered=true chipped:windowed_birch_door:powered=true chipped:windowed_birch_trapdoor:powered=true chipped:woven_birch_trapdoor:powered=true
# Jungle Door Unpowered - Euphoria Patches Redstone IPBR
block.10805 = jungle_door:powered=false \
\
chipped:airy_jungle_trapdoor:powered=false chipped:barred_jungle_door:powered=false chipped:barred_jungle_trapdoor:powered=false chipped:boarded_jungle_door:powered=false chipped:checkered_jungle_trapdoor:powered=false chipped:classic_jungle_trapdoor:powered=false chipped:classic_windowed_jungle_trapdoor:powered=false chipped:cobweb_jungle_trapdoor:powered=false chipped:distorted_jungle_trapdoor:powered=false chipped:dual_paneled_jungle_door:powered=false chipped:fortified_jungle_door:powered=false chipped:gated_jungle_door:powered=false chipped:glass_jungle_door:powered=false chipped:golden_barred_jungle_trapdoor:powered=false chipped:heavy_jungle_door:powered=false chipped:heavy_jungle_trapdoor:powered=false chipped:iron_barred_jungle_trapdoor:powered=false chipped:leafy_jungle_trapdoor:powered=false chipped:meshed_jungle_trapdoor:powered=false chipped:overgrown_jungle_door:powered=false chipped:overgrown_jungle_trapdoor:powered=false chipped:paneled_jungle_door:powered=false chipped:paper_jungle_door:powered=false chipped:pointless_jungle_trapdoor:powered=false chipped:pressed_jungle_door:powered=false chipped:screen_jungle_door:powered=false chipped:secret_jungle_door:powered=false chipped:shack_jungle_door:powered=false chipped:sliding_jungle_door:powered=false chipped:slotted_jungle_trapdoor:powered=false chipped:solid_jungle_trapdoor:powered=false chipped:supported_jungle_door:powered=false chipped:suspicious_jungle_trapdoor:powered=false chipped:tile_windowed_jungle_door:powered=false chipped:tiled_jungle_door:powered=false chipped:twisted_jungle_trapdoor:powered=false chipped:vined_jungle_trapdoor:powered=false chipped:warted_jungle_trapdoor:powered=false chipped:windowed_jungle_door:powered=false chipped:windowed_jungle_trapdoor:powered=false chipped:woven_jungle_trapdoor:powered=false
# Jungle Door Powered - Euphoria Patches Redstone IPBR
block.10807 = jungle_door:powered=true \
\
chipped:airy_jungle_trapdoor:powered=true chipped:barred_jungle_door:powered=true chipped:barred_jungle_trapdoor:powered=true chipped:boarded_jungle_door:powered=true chipped:checkered_jungle_trapdoor:powered=true chipped:classic_jungle_trapdoor:powered=true chipped:classic_windowed_jungle_trapdoor:powered=true chipped:cobweb_jungle_trapdoor:powered=true chipped:distorted_jungle_trapdoor:powered=true chipped:dual_paneled_jungle_door:powered=true chipped:fortified_jungle_door:powered=true chipped:gated_jungle_door:powered=true chipped:glass_jungle_door:powered=true chipped:golden_barred_jungle_trapdoor:powered=true chipped:heavy_jungle_door:powered=true chipped:heavy_jungle_trapdoor:powered=true chipped:iron_barred_jungle_trapdoor:powered=true chipped:leafy_jungle_trapdoor:powered=true chipped:meshed_jungle_trapdoor:powered=true chipped:overgrown_jungle_door:powered=true chipped:overgrown_jungle_trapdoor:powered=true chipped:paneled_jungle_door:powered=true chipped:paper_jungle_door:powered=true chipped:pointless_jungle_trapdoor:powered=true chipped:pressed_jungle_door:powered=true chipped:screen_jungle_door:powered=true chipped:secret_jungle_door:powered=true chipped:shack_jungle_door:powered=true chipped:sliding_jungle_door:powered=true chipped:slotted_jungle_trapdoor:powered=true chipped:solid_jungle_trapdoor:powered=true chipped:supported_jungle_door:powered=true chipped:suspicious_jungle_trapdoor:powered=true chipped:tile_windowed_jungle_door:powered=true chipped:tiled_jungle_door:powered=true chipped:twisted_jungle_trapdoor:powered=true chipped:vined_jungle_trapdoor:powered=true chipped:warted_jungle_trapdoor:powered=true chipped:windowed_jungle_door:powered=true chipped:windowed_jungle_trapdoor:powered=true chipped:woven_jungle_trapdoor:powered=true
# Acacia Door Unpowered - Euphoria Patches Redstone IPBR
block.10809 = acacia_door:powered=false \
\
chipped:barred_acacia_trapdoor:powered=false chipped:beach_acacia_door:powered=false chipped:boarded_acacia_door:powered=false chipped:checkered_acacia_trapdoor:powered=false chipped:classic_acacia_trapdoor:powered=false chipped:classic_windowed_acacia_trapdoor:powered=false chipped:cobweb_acacia_trapdoor:powered=false chipped:distorted_acacia_trapdoor:powered=false chipped:dual_paneled_acacia_door:powered=false chipped:fancy_acacia_trapdoor:powered=false chipped:fortified_acacia_door:powered=false chipped:gated_acacia_door:powered=false chipped:glass_acacia_door:powered=false chipped:golden_barred_acacia_trapdoor:powered=false chipped:heavy_acacia_door:powered=false chipped:heavy_acacia_trapdoor:powered=false chipped:iron_barred_acacia_trapdoor:powered=false chipped:leafy_acacia_trapdoor:powered=false chipped:meshed_acacia_trapdoor:powered=false chipped:overgrown_acacia_door:powered=false chipped:overgrown_acacia_trapdoor:powered=false chipped:paneled_acacia_door:powered=false chipped:paper_acacia_door:powered=false chipped:pointless_acacia_trapdoor:powered=false chipped:pressed_acacia_door:powered=false chipped:screen_acacia_door:powered=false chipped:secret_acacia_door:powered=false chipped:shack_acacia_door:powered=false chipped:sliding_acacia_door:powered=false chipped:slotted_acacia_trapdoor:powered=false chipped:solid_acacia_trapdoor:powered=false chipped:supported_acacia_door:powered=false chipped:suspicious_acacia_trapdoor:powered=false chipped:tile_windowed_acacia_door:powered=false chipped:tiled_acacia_door:powered=false chipped:twisted_acacia_trapdoor:powered=false chipped:vined_acacia_trapdoor:powered=false chipped:warted_acacia_trapdoor:powered=false chipped:windowed_acacia_door:powered=false chipped:windowed_acacia_trapdoor:powered=false chipped:woven_acacia_trapdoor:powered=false \
\
wilderwild:baobab_door wilderwild:palm_door
# Acacia Door Powered - Euphoria Patches Redstone IPBR
block.10811 = acacia_door:powered=true \
\
chipped:barred_acacia_trapdoor:powered=true chipped:beach_acacia_door:powered=true chipped:boarded_acacia_door:powered=true chipped:checkered_acacia_trapdoor:powered=true chipped:classic_acacia_trapdoor:powered=true chipped:classic_windowed_acacia_trapdoor:powered=true chipped:cobweb_acacia_trapdoor:powered=true chipped:distorted_acacia_trapdoor:powered=true chipped:dual_paneled_acacia_door:powered=true chipped:fancy_acacia_trapdoor:powered=true chipped:fortified_acacia_door:powered=true chipped:gated_acacia_door:powered=true chipped:glass_acacia_door:powered=true chipped:golden_barred_acacia_trapdoor:powered=true chipped:heavy_acacia_door:powered=true chipped:heavy_acacia_trapdoor:powered=true chipped:iron_barred_acacia_trapdoor:powered=true chipped:leafy_acacia_trapdoor:powered=true chipped:meshed_acacia_trapdoor:powered=true chipped:overgrown_acacia_door:powered=true chipped:overgrown_acacia_trapdoor:powered=true chipped:paneled_acacia_door:powered=true chipped:paper_acacia_door:powered=true chipped:pointless_acacia_trapdoor:powered=true chipped:pressed_acacia_door:powered=true chipped:screen_acacia_door:powered=true chipped:secret_acacia_door:powered=true chipped:shack_acacia_door:powered=true chipped:sliding_acacia_door:powered=true chipped:slotted_acacia_trapdoor:powered=true chipped:solid_acacia_trapdoor:powered=true chipped:supported_acacia_door:powered=true chipped:suspicious_acacia_trapdoor:powered=true chipped:tile_windowed_acacia_door:powered=true chipped:tiled_acacia_door:powered=true chipped:twisted_acacia_trapdoor:powered=true chipped:vined_acacia_trapdoor:powered=true chipped:warted_acacia_trapdoor:powered=true chipped:windowed_acacia_door:powered=true chipped:windowed_acacia_trapdoor:powered=true chipped:woven_acacia_trapdoor:powered=true
# Dark Oak Door Unpowered - Euphoria Patches Redstone IPBR
block.10813 = dark_oak_door:powered=false \
\
chipped:airy_dark_oak_trapdoor:powered=false chipped:barred_dark_oak_door:powered=false chipped:barred_dark_oak_trapdoor:powered=false chipped:beach_dark_oak_door:powered=false chipped:boarded_dark_oak_door:powered=false chipped:checkered_dark_oak_trapdoor:powered=false chipped:classic_dark_oak_trapdoor:powered=false chipped:classic_windowed_dark_oak_trapdoor:powered=false chipped:cobweb_dark_oak_trapdoor:powered=false chipped:distorted_dark_oak_trapdoor:powered=false chipped:dual_paneled_dark_oak_door:powered=false chipped:fancy_dark_oak_trapdoor:powered=false chipped:fortified_dark_oak_door:powered=false chipped:gated_dark_oak_door:powered=false chipped:glass_dark_oak_door:powered=false chipped:golden_barred_dark_oak_trapdoor:powered=false chipped:heavy_dark_oak_door:powered=false chipped:heavy_dark_oak_trapdoor:powered=false chipped:iron_barred_dark_oak_trapdoor:powered=false chipped:leafy_dark_oak_trapdoor:powered=false chipped:meshed_dark_oak_trapdoor:powered=false chipped:overgrown_dark_oak_door:powered=false chipped:overgrown_dark_oak_trapdoor:powered=false chipped:paper_dark_oak_door:powered=false chipped:pointless_dark_oak_trapdoor:powered=false chipped:pressed_dark_oak_door:powered=false chipped:screen_dark_oak_door:powered=false chipped:secret_dark_oak_door:powered=false chipped:shack_dark_oak_door:powered=false chipped:sliding_dark_oak_door:powered=false chipped:slotted_dark_oak_trapdoor:powered=false chipped:solid_dark_oak_trapdoor:powered=false chipped:supported_dark_oak_door:powered=false chipped:suspicious_dark_oak_trapdoor:powered=false chipped:tile_windowed_dark_oak_door:powered=false chipped:tiled_dark_oak_door:powered=false chipped:twisted_dark_oak_trapdoor:powered=false chipped:vined_dark_oak_trapdoor:powered=false chipped:warted_dark_oak_trapdoor:powered=false chipped:windowed_dark_oak_door:powered=false chipped:windowed_dark_oak_trapdoor:powered=false chipped:woven_dark_oak_trapdoor:powered=false
# Dark Oak Door Powered - Euphoria Patches Redstone IPBR
block.10815 = dark_oak_door:powered=true \
\
chipped:airy_dark_oak_trapdoor:powered=true chipped:barred_dark_oak_door:powered=true chipped:barred_dark_oak_trapdoor:powered=true chipped:beach_dark_oak_door:powered=true chipped:boarded_dark_oak_door:powered=true chipped:checkered_dark_oak_trapdoor:powered=true chipped:classic_dark_oak_trapdoor:powered=true chipped:classic_windowed_dark_oak_trapdoor:powered=true chipped:cobweb_dark_oak_trapdoor:powered=true chipped:distorted_dark_oak_trapdoor:powered=true chipped:dual_paneled_dark_oak_door:powered=true chipped:fancy_dark_oak_trapdoor:powered=true chipped:fortified_dark_oak_door:powered=true chipped:gated_dark_oak_door:powered=true chipped:glass_dark_oak_door:powered=true chipped:golden_barred_dark_oak_trapdoor:powered=true chipped:heavy_dark_oak_door:powered=true chipped:heavy_dark_oak_trapdoor:powered=true chipped:iron_barred_dark_oak_trapdoor:powered=true chipped:leafy_dark_oak_trapdoor:powered=true chipped:meshed_dark_oak_trapdoor:powered=true chipped:overgrown_dark_oak_door:powered=true chipped:overgrown_dark_oak_trapdoor:powered=true chipped:paper_dark_oak_door:powered=true chipped:pointless_dark_oak_trapdoor:powered=true chipped:pressed_dark_oak_door:powered=true chipped:screen_dark_oak_door:powered=true chipped:secret_dark_oak_door:powered=true chipped:shack_dark_oak_door:powered=true chipped:sliding_dark_oak_door:powered=true chipped:slotted_dark_oak_trapdoor:powered=true chipped:solid_dark_oak_trapdoor:powered=true chipped:supported_dark_oak_door:powered=true chipped:suspicious_dark_oak_trapdoor:powered=true chipped:tile_windowed_dark_oak_door:powered=true chipped:tiled_dark_oak_door:powered=true chipped:twisted_dark_oak_trapdoor:powered=true chipped:vined_dark_oak_trapdoor:powered=true chipped:warted_dark_oak_trapdoor:powered=true chipped:windowed_dark_oak_door:powered=true chipped:windowed_dark_oak_trapdoor:powered=true chipped:woven_dark_oak_trapdoor:powered=true
# Mangrove Door Unpowered - Euphoria Patches Redstone IPBR
block.10817 = mangrove_door:powered=false \
\
chipped:airy_mangrove_trapdoor:powered=false chipped:barred_mangrove_door:powered=false chipped:barred_mangrove_trapdoor:powered=false chipped:beach_mangrove_door:powered=false chipped:boarded_mangrove_door:powered=false chipped:checkered_mangrove_trapdoor:powered=false chipped:classic_mangrove_trapdoor:powered=false chipped:classic_windowed_mangrove_trapdoor:powered=false chipped:cobweb_mangrove_trapdoor:powered=false chipped:dual_paneled_mangrove_door:powered=false chipped:fortified_mangrove_door:powered=false chipped:gated_mangrove_door:powered=false chipped:glass_mangrove_door:powered=false chipped:golden_barred_mangrove_trapdoor:powered=false chipped:heavy_mangrove_door:powered=false chipped:heavy_mangrove_trapdoor:powered=false chipped:iron_barred_mangrove_trapdoor:powered=false chipped:leafy_mangrove_trapdoor:powered=false chipped:meshed_mangrove_trapdoor:powered=false chipped:overgrown_mangrove_door:powered=false chipped:overgrown_mangrove_trapdoor:powered=false chipped:paneled_mangrove_door:powered=false chipped:paper_mangrove_door:powered=false chipped:pointless_mangrove_trapdoor:powered=false chipped:pressed_mangrove_door:powered=false chipped:secret_mangrove_door:powered=false chipped:sliding_mangrove_door:powered=false chipped:slotted_mangrove_trapdoor:powered=false chipped:solid_mangrove_trapdoor:powered=false chipped:supported_mangrove_door:powered=false chipped:suspicious_mangrove_trapdoor:powered=false chipped:tile_windowed_mangrove_door:powered=false chipped:twisted_mangrove_trapdoor:powered=false chipped:vined_mangrove_trapdoor:powered=false chipped:warted_mangrove_trapdoor:powered=false chipped:windowed_mangrove_door:powered=false chipped:windowed_mangrove_trapdoor:powered=false chipped:woven_mangrove_trapdoor:powered=false \
\
wilderwild:maple_door
# Mangrove Door Powered - Euphoria Patches Redstone IPBR
block.10819 = mangrove_door:powered=true \
\
chipped:airy_mangrove_trapdoor:powered=true chipped:barred_mangrove_door:powered=true chipped:barred_mangrove_trapdoor:powered=true chipped:beach_mangrove_door:powered=true chipped:boarded_mangrove_door:powered=true chipped:checkered_mangrove_trapdoor:powered=true chipped:classic_mangrove_trapdoor:powered=true chipped:classic_windowed_mangrove_trapdoor:powered=true chipped:cobweb_mangrove_trapdoor:powered=true chipped:dual_paneled_mangrove_door:powered=true chipped:fortified_mangrove_door:powered=true chipped:gated_mangrove_door:powered=true chipped:glass_mangrove_door:powered=true chipped:golden_barred_mangrove_trapdoor:powered=true chipped:heavy_mangrove_door:powered=true chipped:heavy_mangrove_trapdoor:powered=true chipped:iron_barred_mangrove_trapdoor:powered=true chipped:leafy_mangrove_trapdoor:powered=true chipped:meshed_mangrove_trapdoor:powered=true chipped:overgrown_mangrove_door:powered=true chipped:overgrown_mangrove_trapdoor:powered=true chipped:paneled_mangrove_door:powered=true chipped:paper_mangrove_door:powered=true chipped:pointless_mangrove_trapdoor:powered=true chipped:pressed_mangrove_door:powered=true chipped:secret_mangrove_door:powered=true chipped:sliding_mangrove_door:powered=true chipped:slotted_mangrove_trapdoor:powered=true chipped:solid_mangrove_trapdoor:powered=true chipped:supported_mangrove_door:powered=true chipped:suspicious_mangrove_trapdoor:powered=true chipped:tile_windowed_mangrove_door:powered=true chipped:twisted_mangrove_trapdoor:powered=true chipped:vined_mangrove_trapdoor:powered=true chipped:warted_mangrove_trapdoor:powered=true chipped:windowed_mangrove_door:powered=true chipped:windowed_mangrove_trapdoor:powered=true chipped:woven_mangrove_trapdoor:powered=true
# Crimson Door Unpowered - Euphoria Patches Redstone IPBR
block.10821 = crimson_door:powered=false \
\
chipped:airy_crimson_trapdoor:powered=false chipped:barred_crimson_door:powered=false chipped:barred_crimson_trapdoor:powered=false chipped:beach_crimson_door:powered=false chipped:boarded_crimson_door:powered=false chipped:checkered_crimson_trapdoor:powered=false chipped:classic_crimson_trapdoor:powered=false chipped:classic_windowed_crimson_trapdoor:powered=false chipped:cobweb_crimson_trapdoor:powered=false chipped:distorted_crimson_trapdoor:powered=false chipped:dual_paneled_crimson_door:powered=false chipped:fancy_crimson_trapdoor:powered=false chipped:fortified_crimson_door:powered=false chipped:gated_crimson_door:powered=false chipped:glass_crimson_door:powered=false chipped:golden_barred_crimson_trapdoor:powered=false chipped:heavy_crimson_door:powered=false chipped:heavy_crimson_trapdoor:powered=false chipped:iron_barred_crimson_trapdoor:powered=false chipped:leafy_crimson_trapdoor:powered=false chipped:meshed_crimson_trapdoor:powered=false chipped:overgrown_crimson_door:powered=false chipped:overgrown_crimson_trapdoor:powered=false chipped:paneled_crimson_door:powered=false chipped:paper_crimson_door:powered=false chipped:pointless_crimson_trapdoor:powered=false chipped:pressed_crimson_door:powered=false chipped:screen_crimson_door:powered=false chipped:secret_crimson_door:powered=false chipped:shack_crimson_door:powered=false chipped:sliding_crimson_door:powered=false chipped:slotted_crimson_trapdoor:powered=false chipped:solid_crimson_trapdoor:powered=false chipped:tile_windowed_crimson_door:powered=false chipped:tiled_crimson_door:powered=false chipped:twisted_crimson_trapdoor:powered=false chipped:vined_crimson_trapdoor:powered=false chipped:warted_crimson_trapdoor:powered=false chipped:windowed_crimson_door:powered=false chipped:windowed_crimson_trapdoor:powered=false chipped:woven_crimson_trapdoor:powered=false
# Crimson Door Powered - Euphoria Patches Redstone IPBR
block.10823 = crimson_door:powered=true \
\
chipped:airy_crimson_trapdoor:powered=true chipped:barred_crimson_door:powered=true chipped:barred_crimson_trapdoor:powered=true chipped:beach_crimson_door:powered=true chipped:boarded_crimson_door:powered=true chipped:checkered_crimson_trapdoor:powered=true chipped:classic_crimson_trapdoor:powered=true chipped:classic_windowed_crimson_trapdoor:powered=true chipped:cobweb_crimson_trapdoor:powered=true chipped:distorted_crimson_trapdoor:powered=true chipped:dual_paneled_crimson_door:powered=true chipped:fancy_crimson_trapdoor:powered=true chipped:fortified_crimson_door:powered=true chipped:gated_crimson_door:powered=true chipped:glass_crimson_door:powered=true chipped:golden_barred_crimson_trapdoor:powered=true chipped:heavy_crimson_door:powered=true chipped:heavy_crimson_trapdoor:powered=true chipped:iron_barred_crimson_trapdoor:powered=true chipped:leafy_crimson_trapdoor:powered=true chipped:meshed_crimson_trapdoor:powered=true chipped:overgrown_crimson_door:powered=true chipped:overgrown_crimson_trapdoor:powered=true chipped:paneled_crimson_door:powered=true chipped:paper_crimson_door:powered=true chipped:pointless_crimson_trapdoor:powered=true chipped:pressed_crimson_door:powered=true chipped:screen_crimson_door:powered=true chipped:secret_crimson_door:powered=true chipped:shack_crimson_door:powered=true chipped:sliding_crimson_door:powered=true chipped:slotted_crimson_trapdoor:powered=true chipped:solid_crimson_trapdoor:powered=true chipped:tile_windowed_crimson_door:powered=true chipped:tiled_crimson_door:powered=true chipped:twisted_crimson_trapdoor:powered=true chipped:vined_crimson_trapdoor:powered=true chipped:warted_crimson_trapdoor:powered=true chipped:windowed_crimson_door:powered=true chipped:windowed_crimson_trapdoor:powered=true chipped:woven_crimson_trapdoor:powered=true
# Warped Door Unpowered - Euphoria Patches Redstone IPBR
block.10825 = warped_door:powered=false \
\
chipped:airy_warped_trapdoor:powered=false chipped:barred_warped_door:powered=false chipped:barred_warped_trapdoor:powered=false chipped:beach_warped_door:powered=false chipped:boarded_warped_door:powered=false chipped:checkered_warped_trapdoor:powered=false chipped:classic_warped_trapdoor:powered=false chipped:classic_windowed_warped_trapdoor:powered=false chipped:cobweb_warped_trapdoor:powered=false chipped:dual_paneled_warped_door:powered=false chipped:fortified_warped_door:powered=false chipped:gated_warped_door:powered=false chipped:glass_warped_door:powered=false chipped:golden_barred_warped_trapdoor:powered=false chipped:heavy_warped_door:powered=false chipped:heavy_warped_trapdoor:powered=false chipped:iron_barred_warped_trapdoor:powered=false chipped:leafy_warped_trapdoor:powered=false chipped:meshed_warped_trapdoor:powered=false chipped:overgrown_warped_trapdoor:powered=false chipped:paneled_warped_door:powered=false chipped:paper_warped_door:powered=false chipped:pointless_warped_trapdoor:powered=false chipped:pressed_warped_door:powered=false chipped:screen_warped_door:powered=false chipped:secret_warped_door:powered=false chipped:shack_warped_door:powered=false chipped:slotted_warped_trapdoor:powered=false chipped:solid_warped_trapdoor:powered=false chipped:supported_warped_door:powered=false chipped:suspicious_warped_trapdoor:powered=false chipped:tile_windowed_warped_door:powered=false chipped:tiled_warped_door:powered=false chipped:twisted_warped_trapdoor:powered=false chipped:vined_warped_trapdoor:powered=false chipped:warted_warped_trapdoor:powered=false chipped:windowed_warped_door:powered=false chipped:windowed_warped_trapdoor:powered=false chipped:woven_warped_trapdoor:powered=false
# Warped Door Powered - Euphoria Patches Redstone IPBR
block.10827 = warped_door:powered=true \
\
chipped:airy_warped_trapdoor:powered=true chipped:barred_warped_door:powered=true chipped:barred_warped_trapdoor:powered=true chipped:beach_warped_door:powered=true chipped:boarded_warped_door:powered=true chipped:checkered_warped_trapdoor:powered=true chipped:classic_warped_trapdoor:powered=true chipped:classic_windowed_warped_trapdoor:powered=true chipped:cobweb_warped_trapdoor:powered=true chipped:dual_paneled_warped_door:powered=true chipped:fortified_warped_door:powered=true chipped:gated_warped_door:powered=true chipped:glass_warped_door:powered=true chipped:golden_barred_warped_trapdoor:powered=true chipped:heavy_warped_door:powered=true chipped:heavy_warped_trapdoor:powered=true chipped:iron_barred_warped_trapdoor:powered=true chipped:leafy_warped_trapdoor:powered=true chipped:meshed_warped_trapdoor:powered=true chipped:overgrown_warped_trapdoor:powered=true chipped:paneled_warped_door:powered=true chipped:paper_warped_door:powered=true chipped:pointless_warped_trapdoor:powered=true chipped:pressed_warped_door:powered=true chipped:screen_warped_door:powered=true chipped:secret_warped_door:powered=true chipped:shack_warped_door:powered=true chipped:slotted_warped_trapdoor:powered=true chipped:solid_warped_trapdoor:powered=true chipped:supported_warped_door:powered=true chipped:suspicious_warped_trapdoor:powered=true chipped:tile_windowed_warped_door:powered=true chipped:tiled_warped_door:powered=true chipped:twisted_warped_trapdoor:powered=true chipped:vined_warped_trapdoor:powered=true chipped:warted_warped_trapdoor:powered=true chipped:windowed_warped_door:powered=true chipped:windowed_warped_trapdoor:powered=true chipped:woven_warped_trapdoor:powered=true
# Bamboo Door Unpowered - Euphoria Patches Redstone IPBR
block.10829 = bamboo_door:powered=false \
\
chipped:barred_bamboo_door:powered=false chipped:barred_bamboo_trapdoor:powered=false chipped:beach_bamboo_door:powered=false chipped:boarded_bamboo_door:powered=false chipped:checkered_bamboo_trapdoor:powered=false chipped:classic_bamboo_trapdoor:powered=false chipped:classic_windowed_bamboo_trapdoor:powered=false chipped:cobweb_bamboo_trapdoor:powered=false chipped:distorted_bamboo_trapdoor:powered=false chipped:dual_paneled_bamboo_door:powered=false chipped:fancy_bamboo_trapdoor:powered=false chipped:fortified_bamboo_door:powered=false chipped:gated_bamboo_door:powered=false chipped:glass_bamboo_door:powered=false chipped:golden_barred_bamboo_trapdoor:powered=false chipped:heavy_bamboo_door:powered=false chipped:heavy_bamboo_trapdoor:powered=false chipped:iron_barred_bamboo_trapdoor:powered=false chipped:leafy_bamboo_trapdoor:powered=false chipped:meshed_bamboo_trapdoor:powered=false chipped:overgrown_bamboo_door:powered=false chipped:overgrown_bamboo_trapdoor:powered=false chipped:paneled_bamboo_door:powered=false chipped:paper_bamboo_door:powered=false chipped:pointless_bamboo_trapdoor:powered=false chipped:pressed_bamboo_door:powered=false chipped:screen_bamboo_door:powered=false chipped:secret_bamboo_door:powered=false chipped:shack_bamboo_door:powered=false chipped:sliding_bamboo_door:powered=false chipped:slotted_bamboo_trapdoor:powered=false chipped:solid_bamboo_trapdoor:powered=false chipped:supported_bamboo_door:powered=false chipped:suspicious_bamboo_trapdoor:powered=false chipped:tile_windowed_bamboo_door:powered=false chipped:tiled_bamboo_door:powered=false chipped:twisted_bamboo_trapdoor:powered=false chipped:vined_bamboo_trapdoor:powered=false chipped:warted_bamboo_trapdoor:powered=false chipped:windowed_bamboo_trapdoor:powered=false chipped:woven_bamboo_trapdoor:powered=false
# Bamboo Door Powered - Euphoria Patches Redstone IPBR
block.10831 = bamboo_door:powered=true \
\
chipped:barred_bamboo_door:powered=true chipped:barred_bamboo_trapdoor:powered=true chipped:beach_bamboo_door:powered=true chipped:boarded_bamboo_door:powered=true chipped:checkered_bamboo_trapdoor:powered=true chipped:classic_bamboo_trapdoor:powered=true chipped:classic_windowed_bamboo_trapdoor:powered=true chipped:cobweb_bamboo_trapdoor:powered=true chipped:distorted_bamboo_trapdoor:powered=true chipped:dual_paneled_bamboo_door:powered=true chipped:fancy_bamboo_trapdoor:powered=true chipped:fortified_bamboo_door:powered=true chipped:gated_bamboo_door:powered=true chipped:glass_bamboo_door:powered=true chipped:golden_barred_bamboo_trapdoor:powered=true chipped:heavy_bamboo_door:powered=true chipped:heavy_bamboo_trapdoor:powered=true chipped:iron_barred_bamboo_trapdoor:powered=true chipped:leafy_bamboo_trapdoor:powered=true chipped:meshed_bamboo_trapdoor:powered=true chipped:overgrown_bamboo_door:powered=true chipped:overgrown_bamboo_trapdoor:powered=true chipped:paneled_bamboo_door:powered=true chipped:paper_bamboo_door:powered=true chipped:pointless_bamboo_trapdoor:powered=true chipped:pressed_bamboo_door:powered=true chipped:screen_bamboo_door:powered=true chipped:secret_bamboo_door:powered=true chipped:shack_bamboo_door:powered=true chipped:sliding_bamboo_door:powered=true chipped:slotted_bamboo_trapdoor:powered=true chipped:solid_bamboo_trapdoor:powered=true chipped:supported_bamboo_door:powered=true chipped:suspicious_bamboo_trapdoor:powered=true chipped:tile_windowed_bamboo_door:powered=true chipped:tiled_bamboo_door:powered=true chipped:twisted_bamboo_trapdoor:powered=true chipped:vined_bamboo_trapdoor:powered=true chipped:warted_bamboo_trapdoor:powered=true chipped:windowed_bamboo_trapdoor:powered=true chipped:woven_bamboo_trapdoor:powered=true
# Cherry Door Unpowered - Euphoria Patches Redstone IPBR
block.10833 = cherry_door:powered=false \
\
chipped:barred_cherry_door:powered=false chipped:barred_cherry_trapdoor:powered=false chipped:beach_cherry_door:powered=false chipped:boarded_cherry_door:powered=false chipped:checkered_cherry_trapdoor:powered=false chipped:classic_cherry_trapdoor:powered=false chipped:classic_windowed_cherry_trapdoor:powered=false chipped:cobweb_cherry_trapdoor:powered=false chipped:distorted_cherry_trapdoor:powered=false chipped:dual_paneled_cherry_door:powered=false chipped:fancy_cherry_trapdoor:powered=false chipped:fortified_cherry_door:powered=false chipped:gated_cherry_door:powered=false chipped:glass_cherry_door:powered=false chipped:golden_barred_cherry_trapdoor:powered=false chipped:heavy_cherry_door:powered=false chipped:heavy_cherry_trapdoor:powered=false chipped:iron_barred_cherry_trapdoor:powered=false chipped:leafy_cherry_trapdoor:powered=false chipped:meshed_cherry_trapdoor:powered=false chipped:overgrown_cherry_door:powered=false chipped:overgrown_cherry_trapdoor:powered=false chipped:paneled_cherry_door:powered=false chipped:paper_cherry_door:powered=false chipped:pointless_cherry_trapdoor:powered=false chipped:pressed_cherry_door:powered=false chipped:screen_cherry_door:powered=false chipped:secret_cherry_door:powered=false chipped:shack_cherry_door:powered=false chipped:sliding_cherry_door:powered=false chipped:slotted_cherry_trapdoor:powered=false chipped:solid_cherry_trapdoor:powered=false chipped:supported_cherry_door:powered=false chipped:suspicious_cherry_trapdoor:powered=false chipped:tile_windowed_cherry_door:powered=false chipped:tiled_cherry_door:powered=false chipped:twisted_cherry_trapdoor:powered=false chipped:vined_cherry_trapdoor:powered=false chipped:warted_cherry_trapdoor:powered=false chipped:windowed_cherry_trapdoor:powered=false chipped:woven_cherry_trapdoor:powered=false
# Cherry Door Powered - Euphoria Patches Redstone IPBR
block.10835 = cherry_door:powered=true \
\
chipped:barred_cherry_door:powered=true chipped:barred_cherry_trapdoor:powered=true chipped:beach_cherry_door:powered=true chipped:boarded_cherry_door:powered=true chipped:checkered_cherry_trapdoor:powered=true chipped:classic_cherry_trapdoor:powered=true chipped:classic_windowed_cherry_trapdoor:powered=true chipped:cobweb_cherry_trapdoor:powered=true chipped:distorted_cherry_trapdoor:powered=true chipped:dual_paneled_cherry_door:powered=true chipped:fancy_cherry_trapdoor:powered=true chipped:fortified_cherry_door:powered=true chipped:gated_cherry_door:powered=true chipped:glass_cherry_door:powered=true chipped:golden_barred_cherry_trapdoor:powered=true chipped:heavy_cherry_door:powered=true chipped:heavy_cherry_trapdoor:powered=true chipped:iron_barred_cherry_trapdoor:powered=true chipped:leafy_cherry_trapdoor:powered=true chipped:meshed_cherry_trapdoor:powered=true chipped:overgrown_cherry_door:powered=true chipped:overgrown_cherry_trapdoor:powered=true chipped:paneled_cherry_door:powered=true chipped:paper_cherry_door:powered=true chipped:pointless_cherry_trapdoor:powered=true chipped:pressed_cherry_door:powered=true chipped:screen_cherry_door:powered=true chipped:secret_cherry_door:powered=true chipped:shack_cherry_door:powered=true chipped:sliding_cherry_door:powered=true chipped:slotted_cherry_trapdoor:powered=true chipped:solid_cherry_trapdoor:powered=true chipped:supported_cherry_door:powered=true chipped:suspicious_cherry_trapdoor:powered=true chipped:tile_windowed_cherry_door:powered=true chipped:tiled_cherry_door:powered=true chipped:twisted_cherry_trapdoor:powered=true chipped:vined_cherry_trapdoor:powered=true chipped:warted_cherry_trapdoor:powered=true chipped:windowed_cherry_trapdoor:powered=true chipped:woven_cherry_trapdoor:powered=true
# Brewing Stand
block.10836 = brewing_stand \
\
betternether:nether_brewing_stand \
\
supplementaries:silver_lantern:lit=true \
\
twilightforest:encased_fire_jet:state=flame twilightforest:fire_jet:state=flame
# Lime Concrete - Euphoria Patches Green Screen
block.10840 = lime_concrete
# Blue Wool - Euphoria Patches Blue Screen
block.10842 = blue_wool
# Blue Carpet - Euphoria Patches Blue Screen
block.10843 = blue_carpet \
\
additionalplacements:minecraft.blue_carpet
# Lime Wool - Euphoria Patches Green Screen
block.10844 = lime_wool
# Lime Carpet - Euphoria Patches Green Screen
block.10845 = lime_carpet \
\
additionalplacements:minecraft.lime_carpet
# Blue Concrete - Euphoria Patches Euphoria Patches Blue Screen
block.10846 = blue_concrete
# Crafter
block.10848 = crafter
# Copper Bulb - Normal And Exposed - Lit
block.10852 = copper_bulb:lit=true waxed_copper_bulb:lit=true exposed_copper_bulb:lit=true waxed_exposed_copper_bulb:lit=true \
\
oritech:accelerator_motor
# Copper Bulb - Normal And Exposed - Unlit
block.10854 = copper_bulb:lit=false waxed_copper_bulb:lit=false exposed_copper_bulb:lit=false waxed_exposed_copper_bulb:lit=false
@@ -1,498 +0,0 @@
### Last updated: February 10, 2026, 11:05 UTC
# Copyright (c) 2026 SpacEagle17 Licensed under the MIT License: https://opensource.org/licenses/MIT
# Copper Bulb - Weathered And Oxidized - Lit
block.10856 = weathered_copper_bulb:lit=true waxed_weathered_copper_bulb:lit=true oxidized_copper_bulb:lit=true waxed_oxidized_copper_bulb:lit=true
# Copper Bulb - Weathered And Oxidized - Unlit
block.10858 = weathered_copper_bulb:lit=false waxed_weathered_copper_bulb:lit=false oxidized_copper_bulb:lit=false waxed_oxidized_copper_bulb:lit=false
# Copper Door Unpowered - Euphoria Patches Redstone IPBR
block.10861 = copper_door:powered=false exposed_copper_door:powered=false weathered_copper_door:powered=false oxidized_copper_door:powered=false waxed_copper_door:powered=false waxed_exposed_copper_door:powered=false waxed_weathered_copper_door:powered=false waxed_oxidized_copper_door:powered=false
# Copper Door Powered - Euphoria Patches Redstone IPBR
block.10863 = copper_door:powered=true exposed_copper_door:powered=true weathered_copper_door:powered=true oxidized_copper_door:powered=true waxed_copper_door:powered=true waxed_exposed_copper_door:powered=true waxed_weathered_copper_door:powered=true waxed_oxidized_copper_door:powered=true \
\
immersiveengineering:connector_bundled immersiveengineering:connector_probe immersiveengineering:connector_redstone immersiveengineering:conveyor_redstone immersiveengineering:redstone_breaker immersiveengineering:redstone_switchboard
# Copper Trapdoor Unpowered - Euphoria Patches Redstone IPBR
block.10865 = copper_trapdoor:powered=false exposed_copper_trapdoor:powered=false weathered_copper_trapdoor:powered=false oxidized_copper_trapdoor:powered=false waxed_copper_trapdoor:powered=false waxed_exposed_copper_trapdoor:powered=false waxed_weathered_copper_trapdoor:powered=false waxed_oxidized_copper_trapdoor:powered=false
# Copper Trapdoor Powered - Euphoria Patches Redstone IPBR
block.10867 = copper_trapdoor:powered=true exposed_copper_trapdoor:powered=true weathered_copper_trapdoor:powered=true oxidized_copper_trapdoor:powered=true waxed_copper_trapdoor:powered=true waxed_exposed_copper_trapdoor:powered=true waxed_weathered_copper_trapdoor:powered=true waxed_oxidized_copper_trapdoor:powered=true
# Trial Spawner Active
block.10868 = trial_spawner:ominous=false:trial_spawner_state=active trial_spawner:ominous=false:trial_spawner_state=ejecting_reward trial_spawner:ominous=false:trial_spawner_state=waiting_for_players trial_spawner:ominous=false:trial_spawner_state=waiting_for_reward_ejection vault:ominous=false:vault_state=active vault:ominous=false:vault_state=ejecting vault:ominous=false:vault_state=unlocking
# Trial Spawner Inactive
block.10872 = vault:ominous=false:vault_state=inactive vault:ominous=true:vault_state=inactive
# Trial Spawner Cooldown
block.10873 = trial_spawner:ominous=false:trial_spawner_state=cooldown trial_spawner:ominous=false:trial_spawner_state=inactive trial_spawner:ominous=true:trial_spawner_state=cooldown trial_spawner:ominous=true:trial_spawner_state=inactive
# Trial Spawner Ominous Active
block.10876 = trial_spawner:ominous=true:trial_spawner_state=active trial_spawner:ominous=true:trial_spawner_state=ejecting_reward trial_spawner:ominous=true:trial_spawner_state=waiting_for_players trial_spawner:ominous=true:trial_spawner_state=waiting_for_reward_ejection vault:ominous=true:vault_state=active vault:ominous=true:vault_state=ejecting vault:ominous=true:vault_state=unlocking
# Nether Vines with ACT Light
block.10884 = weeping_vines_plant
# Nether Vines without ACT Light
block.10885 = weeping_vines twisting_vines_plant twisting_vines \
\
betterend:bulb_vine:shape=middle betterend:bulb_vine:shape=top betterend:charnia_cyan betterend:charnia_green betterend:charnia_light_blue betterend:charnia_orange betterend:charnia_purple betterend:charnia_red betterend:dense_vine:shape=middle betterend:dense_vine:shape=top betterend:end_lily:shape=bottom betterend:end_lily:shape=middle betterend:filalux:shape=middle betterend:filalux:shape=top betterend:jungle_vine betterend:lanceleaf betterend:magnula betterend:murkweed betterend:rubinea betterend:twisted_vine \
\
betternether:anchor_tree_vine:shape=middle betternether:anchor_tree_vine:shape=top betternether:black_vine betternether:blooming_vine betternether:eye_vine betternether:nether_reed_stem betternether:whispering_gourd_vine betternether:willow_branch:shape=middle \
\
chipped:nether_vine \
\
natura:nether_thorn_vines
# Hay Bale
block.10888 = hay_block \
\
additionalplacements:blockus.thatch_slab additionalplacements:blockus.thatch_stairs \
\
allthecompressed:hay_block_1x allthecompressed:hay_block_2x allthecompressed:hay_block_3x allthecompressed:hay_block_4x allthecompressed:hay_block_5x allthecompressed:hay_block_6x allthecompressed:hay_block_7x allthecompressed:hay_block_8x allthecompressed:hay_block_9x \
\
blockus:thatch blockus:thatch_slab blockus:thatch_stairs \
\
chipped:antique_hay_block chipped:bundled_hay_block chipped:detailed_hay_block chipped:fertile_hay_block chipped:jungle_hay_block chipped:pale_hay_block chipped:rich_hay_block chipped:swampy_hay_block \
\
farm_and_charm:barley_ball farm_and_charm:oat_ball \
\
farmersdelight:rice_bale farmersdelight:straw_bale farmersdelight:tatami \
\
hearth_and_home:thatch \
\
iceandfire:nest \
\
quark:thatch quark:thatch_slab_double \
\
supplementaries:flax_block \
\
twigs:bamboo_thatch twigs:bamboo_thatch_slab
# Hay Non-Full Blocks (Modded Only)
block.10889 = farmersdelight:full_tatami_mat farmersdelight:half_tatami_mat farmersdelight:canvas_rug \
\
additionalplacements:extshape_blockus.thatch_pressure_plate \
\
brewinandchewin:coaster \
\
chococraftplus:strawblock \
\
diagonalfences:extshape_blockus/thatch_fence \
\
diagonalwalls:extshape_blockus/thatch_wall \
\
extshape_blockus:thatch_button extshape_blockus:thatch_fence extshape_blockus:thatch_fence_gate extshape_blockus:thatch_pressure_plate extshape_blockus:thatch_quarter_piece extshape_blockus:thatch_vertical_quarter_piece extshape_blockus:thatch_vertical_slab extshape_blockus:thatch_vertical_stairs extshape_blockus:thatch_wall \
\
hearth_and_home:thatch_slab hearth_and_home:thatch_stairs \
\
mcwroofs:thatch_attic_roof mcwroofs:thatch_lower_roof mcwroofs:thatch_roof mcwroofs:thatch_steep_roof mcwroofs:thatch_top_roof mcwroofs:thatch_upper_lower_roof mcwroofs:thatch_upper_steep_roof \
\
quark:thatch_slab quark:thatch_stairs
# Normal Iron Door - Euphoria Patches Redstone IPBR
block.10891 = iron_door:powered=false \
\
immersive_weathering:exposed_iron_door immersive_weathering:rusted_iron_door immersive_weathering:waxed_exposed_iron_door immersive_weathering:waxed_iron_door:powered=false immersive_weathering:waxed_rusted_iron_door immersive_weathering:waxed_weathered_iron_door immersive_weathering:weathered_iron_door \
\
justagreenhouse:greenhouse_door \
\
supplementaries:lead_door supplementaries:silver_door \
\
tfmg:heavy_casing_door tfmg:steel_door
# Powered Iron Door - Euphoria Patches Redstone IPBR
block.10893 = iron_door:powered=true \
\
immersive_weathering:waxed_iron_door:powered=true
# Unpowered Iron Trapdoor - Euphoria Patches Redstone IPBR
block.10897 = iron_trapdoor:powered=false \
\
immersive_weathering:exposed_iron_trapdoor immersive_weathering:rusted_iron_trapdoor immersive_weathering:waxed_exposed_iron_trapdoor immersive_weathering:waxed_iron_trapdoor:powered=false immersive_weathering:waxed_rusted_iron_trapdoor immersive_weathering:waxed_weathered_iron_trapdoor immersive_weathering:weathered_iron_trapdoor \
\
supplementaries:lead_trapdoor supplementaries:silver_trapdoor
# Powered Iron Trapdoor - Euphoria Patches Redstone IPBR
block.10899 = iron_trapdoor:powered=true \
\
immersive_weathering:waxed_iron_trapdoor:powered=true
##### CANDLES #####
# Normal Candles
block.10900 = candle:lit=true candle_cake:lit=true light_gray_candle:lit=true light_gray_candle_cake:lit=true gray_candle:lit=true gray_candle_cake:lit=true black_candle:lit=true black_candle_cake:lit=true white_candle:lit=true white_candle_cake:lit=true brown_candle:lit=true brown_candle_cake:lit=true \
\
amendments:skull_candle amendments:skull_candle_wall \
\
beautify:lamp_candelabra:on=true beautify:lamp_candelabra_black:on=true beautify:lamp_candelabra_brown:on=true beautify:lamp_candelabra_gray:on=true beautify:lamp_candelabra_light_gray:on=true beautify:lamp_candelabra_white:on=true \
\
burnt:smoldering_books_start \
\
dyenamics:amber_candle:lit=true dyenamics:aquamarine_candle:lit=true dyenamics:bubblegum_candle:lit=true dyenamics:cherenkov_candle:lit=true dyenamics:conifer_candle:lit=true dyenamics:fluorescent_candle:lit=true dyenamics:honey_candle:lit=true dyenamics:icy_blue_candle:lit=true dyenamics:lavender_candle:lit=true dyenamics:maroon_candle:lit=true dyenamics:mint_candle:lit=true dyenamics:navy_candle:lit=true dyenamics:peach_candle:lit=true dyenamics:persimmon_candle:lit=true dyenamics:rose_candle:lit=true dyenamics:spring_green_candle:lit=true dyenamics:ultramarine_candle:lit=true dyenamics:wine_candle:lit=true \
\
eidolon:candle:lit=true eidolon:candlestick:lit=true eidolon:magic_candle:lit=true eidolon:magic_candlestick:lit=true \
\
luminous_nether:candle_stand_top luminous_nether:lit_skull_candle luminous_nether:lit_wither_skull_candle luminous_nether:nether_candle_stand_top luminous_nether:nether_wall_candle_on luminous_nether:wall_candle \
\
mcwlights:copper_candle_holder:lit=true mcwlights:copper_chandelier:lit=true mcwlights:copper_double_candle_holder:lit=true mcwlights:copper_low_candle_holder:lit=true mcwlights:copper_small_chandelier:lit=true mcwlights:copper_triple_candle_holder:lit=true mcwlights:copper_wall_candle_holder:lit=true mcwlights:golden_candle_holder:lit=true mcwlights:golden_chandelier:lit=true mcwlights:golden_double_candle_holder:lit=true mcwlights:golden_low_candle_holder:lit=true mcwlights:golden_small_chandelier:lit=true mcwlights:golden_triple_candle_holder:lit=true mcwlights:golden_wall_candle_holder:lit=true mcwlights:iron_candle_holder:lit=true mcwlights:iron_chandelier:lit=true mcwlights:iron_double_candle_holder:lit=true mcwlights:iron_low_candle_holder:lit=true mcwlights:iron_small_chandelier:lit=true mcwlights:iron_triple_candle_holder:lit=true mcwlights:iron_wall_candle_holder:lit=true \
\
spelunkery:salt_lamp:lit=true \
\
supplementaries:candle_holder:lit=true supplementaries:candle_holder_black:lit=true supplementaries:candle_holder_brown:lit=true supplementaries:candle_holder_gray:lit=true supplementaries:candle_holder_light_gray:lit=true supplementaries:candle_holder_white:lit=true supplementaries:statue:lit=true \
\
suppsquared:gold_candle_holder:lit=true suppsquared:gold_candle_holder_black:lit=true suppsquared:gold_candle_holder_brown:lit=true suppsquared:gold_candle_holder_gray:lit=true suppsquared:gold_candle_holder_light_gray:lit=true suppsquared:gold_candle_holder_white:lit=true \
\
tfc:candle/black:lit=true tfc:candle/brown:lit=true tfc:candle/gray:lit=true tfc:candle/light_gray:lit=true tfc:candle/white:lit=true tfc:candle:lit=true tfc:candle_cake/black:lit=true tfc:candle_cake/brown:lit=true tfc:candle_cake/gray:lit=true tfc:candle_cake/light_gray:lit=true tfc:candle_cake/white:lit=true tfc:candle_cake:lit=true \
\
the_bumblezone:super_candle:lit=true the_bumblezone:super_candle_black:lit=true the_bumblezone:super_candle_brown:lit=true the_bumblezone:super_candle_gray:lit=true the_bumblezone:super_candle_light_gray:lit=true the_bumblezone:super_candle_white:lit=true \
\
twilightforest:candelabra:lighting=dim twilightforest:candelabra:lighting=normal
# Red Candles
block.10902 = red_candle:lit=true red_candle_cake:lit=true \
\
beautify:lamp_candelabra_red:on=true \
\
luminous_nether:ritual_table \
\
supplementaries:candle_holder_red:lit=true \
\
suppsquared:gold_candle_holder_red:lit=true \
\
tfc:candle/red:lit=true tfc:candle_cake/red:lit=true \
\
the_bumblezone:super_candle_red:lit=true
# Orange Candles
block.10904 = orange_candle:lit=true orange_candle_cake:lit=true \
\
beautify:lamp_candelabra_orange:on=true \
\
oceans_enhancements:orananem oceans_enhancements:orsm oceans_enhancements:orwide \
\
supplementaries:candle_holder_orange:lit=true \
\
suppsquared:gold_candle_holder_orange:lit=true \
\
tfc:candle/orange:lit=true tfc:candle_cake/orange:lit=true \
\
the_bumblezone:super_candle_orange:lit=true
# Yellow Candles
block.10906 = yellow_candle:lit=true yellow_candle_cake:lit=true \
\
beautify:lamp_candelabra_yellow:on=true \
\
supplementaries:candle_holder_yellow:lit=true \
\
suppsquared:gold_candle_holder_yellow:lit=true \
\
tfc:candle/yellow:lit=true tfc:candle_cake/yellow:lit=true \
\
the_bumblezone:super_candle_yellow:lit=true
# Lime Candles
block.10908 = lime_candle:lit=true lime_candle_cake:lit=true \
\
beautify:lamp_candelabra_lime:on=true \
\
supplementaries:candle_holder_lime:lit=true \
\
suppsquared:gold_candle_holder_lime:lit=true \
\
tfc:candle/lime:lit=true tfc:candle_cake/lime:lit=true \
\
the_bumblezone:super_candle_lime:lit=true
# Green Candles
block.10910 = green_candle:lit=true green_candle_cake:lit=true \
\
beautify:lamp_candelabra_green:on=true \
\
supplementaries:candle_holder_green:lit=true \
\
suppsquared:gold_candle_holder_green:lit=true \
\
tfc:candle/green:lit=true tfc:candle_cake/green:lit=true \
\
the_bumblezone:super_candle_green:lit=true
# Cyan Candles
block.10912 = cyan_candle:lit=true cyan_candle_cake:lit=true \
\
beautify:lamp_candelabra_cyan:on=true \
\
supplementaries:candle_holder_cyan:lit=true \
\
suppsquared:gold_candle_holder_cyan:lit=true \
\
tfc:candle/cyan:lit=true tfc:candle_cake/cyan:lit=true \
\
the_bumblezone:super_candle_cyan:lit=true
# Light Blue Candles
block.10914 = light_blue_candle:lit=true light_blue_candle_cake:lit=true \
\
beautify:lamp_candelabra_light_blue:on=true \
\
oceans_enhancements:banem oceans_enhancements:bsm oceans_enhancements:bwide \
\
supplementaries:candle_holder_light_blue:lit=true \
\
suppsquared:gold_candle_holder_light_blue:lit=true \
\
tfc:candle/light_blue:lit=true tfc:candle_cake/light_blue:lit=true \
\
the_bumblezone:super_candle_light_blue:lit=true
# Blue Candles
block.10916 = blue_candle:lit=true blue_candle_cake:lit=true \
\
beautify:lamp_candelabra_blue:on=true \
\
supplementaries:candle_holder_blue:lit=true \
\
suppsquared:gold_candle_holder_blue:lit=true \
\
tfc:candle/blue:lit=true tfc:candle_cake/blue:lit=true \
\
the_bumblezone:super_candle_blue:lit=true
# Purple Candles
block.10918 = purple_candle:lit=true purple_candle_cake:lit=true \
\
beautify:lamp_candelabra_purple:on=true \
\
supplementaries:candle_holder_purple:lit=true \
\
suppsquared:gold_candle_holder_purple:lit=true \
\
tfc:candle/purple:lit=true tfc:candle_cake/purple:lit=true \
\
the_bumblezone:super_candle_purple:lit=true \
\
twilightforest:candelabra:lighting=ominous
# Magenta Candles
block.10920 = magenta_candle:lit=true magenta_candle_cake:lit=true \
\
beautify:lamp_candelabra_magenta:on=true \
\
supplementaries:candle_holder_magenta:lit=true \
\
suppsquared:gold_candle_holder_magenta:lit=true \
\
tfc:candle/magenta:lit=true tfc:candle_cake/magenta:lit=true \
\
the_bumblezone:super_candle_magenta:lit=true
# Pink Candles
block.10922 = pink_candle:lit=true pink_candle_cake:lit=true \
\
beautify:lamp_candelabra_pink:on=true \
\
oceans_enhancements:anemone oceans_enhancements:anemone_small oceans_enhancements:wide_sea_anemone \
\
supplementaries:candle_holder_pink:lit=true \
\
suppsquared:gold_candle_holder_pink:lit=true \
\
tfc:candle/pink:lit=true tfc:candle_cake/pink:lit=true \
\
the_bumblezone:super_candle_pink:lit=true
# Pale Hanging Moss - Euphoria Patches Interactive Foliage
block.10923 = pale_hanging_moss \
\
betterend:filalux_wings:facing=down betterend:filalux_wings:facing=east betterend:filalux_wings:facing=north betterend:filalux_wings:facing=south betterend:filalux_wings:facing=west \
\
vanillabackport:pale_hanging_moss
# Moss Block
block.10924 = moss_block pale_moss_block \
tags_moss_block \
\
allthecompressed:moss_block_1x allthecompressed:moss_block_2x allthecompressed:moss_block_3x allthecompressed:moss_block_4x allthecompressed:moss_block_5x allthecompressed:moss_block_6x allthecompressed:moss_block_7x allthecompressed:moss_block_8x allthecompressed:moss_block_9x \
\
chipped:blobby_moss_block chipped:blue_moss_block chipped:crunchy_moss_block chipped:lime_moss_block chipped:old_moss_block chipped:red_moss_block chipped:smooth_moss_block chipped:spongy_moss_block chipped:sprinkled_moss_block chipped:yellow_moss_block \
\
dynamictrees:rooty_moss dynamictrees:rooty_moss_block \
\
exdeorum:compressed_moss_block \
\
oritech:biomass_block \
\
seafarer:algae_block \
\
securitycraft:reinforced_moss_block \
\
terrainslabs:moss_slab
# Moss Carpet
block.10925 = moss_carpet
# Pale Moss Carpet
block.10927 = pale_moss_carpet
# Pale Oak Wood Full Blocks
block.10928 = pale_oak_planks stripped_pale_oak_log stripped_pale_oak_wood \
tags_everycomp_ch_tfc_pine_planks tags_everycomp_ch_tfc_white_cedar_planks \
\
aether:altar aether:freezer aether:incubator aether:skyroot_bookshelf aether:skyroot_planks aether:stripped_skyroot_log aether:stripped_skyroot_wood \
\
biomeswevegone:ironwood_bookshelf biomeswevegone:ironwood_crafting_table biomeswevegone:ironwood_planks biomeswevegone:maple_bookshelf biomeswevegone:maple_crafting_table biomeswevegone:maple_planks biomeswevegone:palm_bookshelf biomeswevegone:palm_crafting_table biomeswevegone:palm_planks biomeswevegone:pine_bookshelf biomeswevegone:pine_crafting_table biomeswevegone:pine_planks biomeswevegone:rainbow_eucalyptus_bookshelf biomeswevegone:rainbow_eucalyptus_crafting_table biomeswevegone:rainbow_eucalyptus_planks biomeswevegone:skyris_bookshelf biomeswevegone:skyris_crafting_table biomeswevegone:skyris_planks biomeswevegone:spirit_bookshelf biomeswevegone:spirit_crafting_table biomeswevegone:spirit_planks biomeswevegone:stripped_ironwood_log biomeswevegone:stripped_ironwood_wood biomeswevegone:stripped_maple_log biomeswevegone:stripped_maple_wood biomeswevegone:stripped_palm_log biomeswevegone:stripped_palm_wood biomeswevegone:stripped_palo_verde_log biomeswevegone:stripped_palo_verde_wood biomeswevegone:stripped_pine_log biomeswevegone:stripped_pine_wood biomeswevegone:stripped_rainbow_eucalyptus_log biomeswevegone:stripped_rainbow_eucalyptus_wood biomeswevegone:stripped_skyris_log biomeswevegone:stripped_skyris_wood biomeswevegone:stripped_spirit_log biomeswevegone:stripped_spirit_wood biomeswevegone:stripped_white_mangrove_log biomeswevegone:stripped_white_mangrove_wood biomeswevegone:white_mangrove_bookshelf biomeswevegone:white_mangrove_crafting_table biomeswevegone:white_mangrove_planks \
\
blockus:herringbone_white_oak_planks blockus:membrane_block blockus:mossy_dripstone_bricks blockus:mossy_white_oak_planks blockus:obsidian_bricks blockus:polished_blackstone_pillar blockus:stripped_white_oak_log blockus:stripped_white_oak_wood blockus:white_oak_cross_timber_frame blockus:white_oak_diagonal_timber_frame blockus:white_oak_mosaic blockus:white_oak_planks blockus:white_oak_small_logs blockus:white_oak_timber_frame \
\
debark:debarked_log_natura_nether_logs:variant=0 debark:debarked_log_natura_overworld_logs2:variant=2 debark:debarked_log_pvj_log_aspen debark:debarked_log_pvj_log_baobab debark:debarked_log_pvj_log_cherry_blossom debark:debarked_log_pvj_log_cottonwood \
\
natura:nether_bookshelves:type=ghostwood natura:nether_planks:type=ghostwood natura:nether_workbenches:type=ghostwood natura:overworld_bookshelves:type=silverbell natura:overworld_planks:type=silverbell natura:overworld_workbenches:type=silverbell \
\
pvj:baobab_double_slab pvj:cottonwood_double_slab pvj:planks_baobab pvj:planks_cottonwood \
\
quark:stained_planks quark:stained_planks_black_slab_double quark:stained_planks_blue_slab_double quark:stained_planks_brown_slab_double quark:stained_planks_cyan_slab_double quark:stained_planks_gray_slab_double quark:stained_planks_green_slab_double quark:stained_planks_light_blue_slab_double quark:stained_planks_lime_slab_double quark:stained_planks_magenta_slab_double quark:stained_planks_orange_slab_double quark:stained_planks_pink_slab_double quark:stained_planks_purple_slab_double quark:stained_planks_red_slab_double quark:stained_planks_silver_slab_double quark:stained_planks_white_slab_double quark:stained_planks_yellow_slab_double quark:vertical_stained_planks \
\
storagedrawers:basicdrawers \
\
tfc:wood/bookshelf/pine tfc:wood/bookshelf/white_cedar tfc:wood/clutch/pine tfc:wood/clutch/white_cedar tfc:wood/encased_axle/pine tfc:wood/encased_axle/white_cedar tfc:wood/planks/pine tfc:wood/planks/white_cedar tfc:wood/stripped_log/pine tfc:wood/stripped_log/white_cedar tfc:wood/stripped_wood/pine tfc:wood/stripped_wood/white_cedar tfc:wood/workbench/pine tfc:wood/workbench/white_cedar \
\
twilightforest:stripped_transformation_log twilightforest:stripped_transformation_wood twilightforest:transformation_planks \
\
vanillabakport:pale_oak_planks vanillabakport:stripped_pale_oak_log vanillabakport:stripped_pale_oak_wood
# Pale Oak Wood Non-Full Blocks
block.10929 = pale_oak_fence pale_oak_fence_gate pale_oak_pressure_plate pale_oak_button pale_oak_trapdoor pale_oak_shelf \
\
additionalplacements:aether.skyroot_pressure_plate additionalplacements:blockus.white_oak_pressure_plate additionalplacements:extshape_blockus.stripped_white_oak_wood_pressure_plate additionalplacements:extshape_blockus.stripped_white_oak_wood_slab additionalplacements:extshape_blockus.stripped_white_oak_wood_stairs additionalplacements:twilightforest.transformation_pressure_plate additionalplacements:twilightforest.transformation_slab additionalplacements:twilightforest.transformation_stairs \
\
aether:skyroot_button aether:skyroot_door aether:skyroot_fence aether:skyroot_fence_gate aether:skyroot_pressure_plate aether:skyroot_trapdoor \
\
biomeswevegone:ironwood_button biomeswevegone:ironwood_door biomeswevegone:ironwood_fence biomeswevegone:ironwood_fence_gate biomeswevegone:ironwood_pressure_plate biomeswevegone:ironwood_slab biomeswevegone:ironwood_stairs biomeswevegone:ironwood_trapdoor biomeswevegone:maple_button biomeswevegone:maple_door biomeswevegone:maple_fence biomeswevegone:maple_fence_gate biomeswevegone:maple_pressure_plate biomeswevegone:maple_slab biomeswevegone:maple_stairs biomeswevegone:maple_trapdoor biomeswevegone:palm_button biomeswevegone:palm_door biomeswevegone:palm_fence biomeswevegone:palm_fence_gate biomeswevegone:palm_pressure_plate biomeswevegone:palm_slab biomeswevegone:palm_stairs biomeswevegone:palm_trapdoor biomeswevegone:pine_button biomeswevegone:pine_door biomeswevegone:pine_fence biomeswevegone:pine_fence_gate biomeswevegone:pine_pressure_plate biomeswevegone:pine_slab biomeswevegone:pine_stairs biomeswevegone:pine_trapdoor biomeswevegone:rainbow_eucalyptus_button biomeswevegone:rainbow_eucalyptus_door biomeswevegone:rainbow_eucalyptus_fence biomeswevegone:rainbow_eucalyptus_fence_gate biomeswevegone:rainbow_eucalyptus_pressure_plate biomeswevegone:rainbow_eucalyptus_slab biomeswevegone:rainbow_eucalyptus_stairs biomeswevegone:rainbow_eucalyptus_trapdoor biomeswevegone:skyris_button biomeswevegone:skyris_door biomeswevegone:skyris_fence biomeswevegone:skyris_fence_gate biomeswevegone:skyris_pressure_plate biomeswevegone:skyris_slab biomeswevegone:skyris_stairs biomeswevegone:skyris_trapdoor biomeswevegone:spirit_button biomeswevegone:spirit_door biomeswevegone:spirit_fence biomeswevegone:spirit_fence_gate biomeswevegone:spirit_pressure_plate biomeswevegone:spirit_roots biomeswevegone:spirit_slab biomeswevegone:spirit_stairs biomeswevegone:spirit_trapdoor biomeswevegone:white_mangrove_button biomeswevegone:white_mangrove_door biomeswevegone:white_mangrove_fence biomeswevegone:white_mangrove_fence_gate biomeswevegone:white_mangrove_pressure_plate biomeswevegone:white_mangrove_slab biomeswevegone:white_mangrove_stairs biomeswevegone:white_mangrove_trapdoor \
\
blockus:mossy_white_oak_slab blockus:mossy_white_oak_stairs blockus:stripped_white_oak_post blockus:white_oak_button blockus:white_oak_door blockus:white_oak_fence blockus:white_oak_fence_gate blockus:white_oak_grate blockus:white_oak_lattice blockus:white_oak_mosaic_slab blockus:white_oak_mosaic_stairs blockus:white_oak_post blockus:white_oak_pressure_plate blockus:white_oak_slab blockus:white_oak_stairs blockus:white_oak_trapdoor \
\
diagonalfences:aether/skyroot_fence diagonalfences:blockus/white_oak_fence diagonalfences:extshape_blockus/stripped_white_oak_wood_fence diagonalfences:minecraft/pale_oak_fence diagonalfences:twilightforest/transformation_fence \
\
diagonalwalls:extshape_blockus/herringbone_white_oak_wall diagonalwalls:extshape_blockus/mossy_white_oak_wall diagonalwalls:extshape_blockus/stripped_white_oak_wood_wall diagonalwalls:extshape_blockus/white_oak_mosaic_wall diagonalwalls:extshape_blockus/white_oak_wall \
\
diagonalwindows:blockus/white_oak_lattice \
\
extshape_blockus:herringbone_white_oak_quarter_piece extshape_blockus:herringbone_white_oak_slab extshape_blockus:herringbone_white_oak_stairs extshape_blockus:herringbone_white_oak_vertical_quarter_piece extshape_blockus:herringbone_white_oak_vertical_slab extshape_blockus:herringbone_white_oak_vertical_stairs extshape_blockus:herringbone_white_oak_wall extshape_blockus:mossy_white_oak_quarter_piece extshape_blockus:mossy_white_oak_vertical_quarter_piece extshape_blockus:mossy_white_oak_vertical_slab extshape_blockus:mossy_white_oak_vertical_stairs extshape_blockus:mossy_white_oak_wall extshape_blockus:stripped_white_oak_log_quarter_piece extshape_blockus:stripped_white_oak_log_slab extshape_blockus:stripped_white_oak_log_stairs extshape_blockus:stripped_white_oak_log_vertical_quarter_piece extshape_blockus:stripped_white_oak_log_vertical_slab extshape_blockus:stripped_white_oak_log_vertical_stairs extshape_blockus:stripped_white_oak_wood_button extshape_blockus:stripped_white_oak_wood_fence extshape_blockus:stripped_white_oak_wood_fence_gate extshape_blockus:stripped_white_oak_wood_pressure_plate extshape_blockus:stripped_white_oak_wood_quarter_piece extshape_blockus:stripped_white_oak_wood_slab extshape_blockus:stripped_white_oak_wood_stairs extshape_blockus:stripped_white_oak_wood_vertical_quarter_piece extshape_blockus:stripped_white_oak_wood_vertical_slab extshape_blockus:stripped_white_oak_wood_vertical_stairs extshape_blockus:stripped_white_oak_wood_wall extshape_blockus:white_oak_mosaic_quarter_piece extshape_blockus:white_oak_mosaic_vertical_quarter_piece extshape_blockus:white_oak_mosaic_vertical_slab extshape_blockus:white_oak_mosaic_vertical_stairs extshape_blockus:white_oak_mosaic_wall extshape_blockus:white_oak_quarter_piece extshape_blockus:white_oak_vertical_quarter_piece extshape_blockus:white_oak_vertical_slab extshape_blockus:white_oak_vertical_stairs extshape_blockus:white_oak_wall \
\
natura:ghostwood_button natura:ghostwood_fence natura:ghostwood_fence_gate natura:ghostwood_pressure_plate natura:ghostwood_trap_door natura:nether_door_ghostwood natura:nether_slab:type=ghostwood natura:nether_stairs_ghostwood natura:overworld_door_silverbell natura:overworld_slab:type=silverbell natura:overworld_stairs_silverbell natura:silverbell_button natura:silverbell_fence natura:silverbell_fence_gate natura:silverbell_pressure_plate natura:silverbell_trap_door \
\
pvj:baobab_button pvj:baobab_door pvj:baobab_fence pvj:baobab_fence_gate pvj:baobab_pressure_plate pvj:baobab_slab pvj:baobab_stairs pvj:baobab_trapdoor pvj:baobab_twigs pvj:cottonwood_button pvj:cottonwood_door pvj:cottonwood_fence pvj:cottonwood_fence_gate pvj:cottonwood_pressure_plate pvj:cottonwood_slab pvj:cottonwood_stairs pvj:cottonwood_trapdoor pvj:cottonwood_twigs \
\
quark:stained_planks_black_slab quark:stained_planks_black_stairs quark:stained_planks_blue_slab quark:stained_planks_blue_stairs quark:stained_planks_brown_slab quark:stained_planks_brown_stairs quark:stained_planks_cyan_slab quark:stained_planks_cyan_stairs quark:stained_planks_gray_slab quark:stained_planks_gray_stairs quark:stained_planks_green_slab quark:stained_planks_green_stairs quark:stained_planks_light_blue_slab quark:stained_planks_light_blue_stairs quark:stained_planks_lime_slab quark:stained_planks_lime_stairs quark:stained_planks_magenta_slab quark:stained_planks_magenta_stairs quark:stained_planks_orange_slab quark:stained_planks_orange_stairs quark:stained_planks_pink_slab quark:stained_planks_pink_stairs quark:stained_planks_purple_slab quark:stained_planks_purple_stairs quark:stained_planks_red_slab quark:stained_planks_red_stairs quark:stained_planks_silver_slab quark:stained_planks_silver_stairs quark:stained_planks_white_slab quark:stained_planks_white_stairs quark:stained_planks_yellow_slab quark:stained_planks_yellow_stairs \
\
suppsquared:aether/item_shelf_skyroot suppsquared:blockus/item_shelf_white_oak suppsquared:twilightforest/item_shelf_transformation \
\
tfc:wood/barrel/pine tfc:wood/barrel/white_cedar tfc:wood/button/pine tfc:wood/button/white_cedar tfc:wood/door/pine tfc:wood/door/white_cedar tfc:wood/fence/pine tfc:wood/fence/white_cedar tfc:wood/fence_gate/pine tfc:wood/fence_gate/white_cedar tfc:wood/gear_box/pine tfc:wood/gear_box/white_cedar tfc:wood/horizontal_support/pine tfc:wood/horizontal_support/white_cedar tfc:wood/lectern/pine tfc:wood/lectern/white_cedar tfc:wood/log_fence/pine tfc:wood/log_fence/white_cedar tfc:wood/loom/pine tfc:wood/loom/white_cedar tfc:wood/planks/pine_slab tfc:wood/planks/pine_stairs tfc:wood/planks/white_cedar_slab tfc:wood/planks/white_cedar_stairs tfc:wood/pressure_plate/pine tfc:wood/pressure_plate/white_cedar tfc:wood/scribing_table/pine tfc:wood/scribing_table/white_cedar tfc:wood/sewing_table/pine tfc:wood/sewing_table/white_cedar tfc:wood/shelf/pine tfc:wood/shelf/white_cedar tfc:wood/sluice/pine tfc:wood/sluice/white_cedar tfc:wood/tool_rack/pine tfc:wood/tool_rack/white_cedar tfc:wood/trapdoor/pine tfc:wood/trapdoor/white_cedar tfc:wood/vertical_support/pine tfc:wood/vertical_support/white_cedar \
\
twilightforest:transformation_banister twilightforest:transformation_button twilightforest:transformation_door twilightforest:transformation_fence twilightforest:transformation_fence_gate twilightforest:transformation_pressure_plate twilightforest:transformation_slab twilightforest:transformation_stairs twilightforest:transformation_trapdoor \
\
vanillabackport:pale_oak_button vanillabackport:pale_oak_fence vanillabackport:pale_oak_fence_gate vanillabackport:pale_oak_pressure_plate vanillabackport:pale_oak_slab vanillabackport:pale_oak_stairs vanillabackport:pale_oak_trapdoor \
\
wilderwild:stripped_hollowed_pale_oak_log
# Pale Oak Wood Slabs and Stairs
block.10931 = pale_oak_stairs pale_oak_slab \
\
additionalplacements:aether.skyroot_slab additionalplacements:aether.skyroot_stairs additionalplacements:blockus.mossy_white_oak_slab additionalplacements:blockus.mossy_white_oak_stairs additionalplacements:blockus.white_oak_mosaic_slab additionalplacements:blockus.white_oak_mosaic_stairs additionalplacements:blockus.white_oak_slab additionalplacements:blockus.white_oak_stairs additionalplacements:extshape_blockus.herringbone_white_oak_slab additionalplacements:extshape_blockus.herringbone_white_oak_stairs additionalplacements:extshape_blockus.stripped_white_oak_log_slab additionalplacements:extshape_blockus.stripped_white_oak_log_stairs \
\
aether:skyroot_slab aether:skyroot_stairs
# Pale Oak Log Full Blocks
block.10932 = pale_oak_log pale_oak_wood \
\
aether:skyroot_log aether:skyroot_wood \
\
biomeswevegone:rainbow_eucalyptus_log biomeswevegone:rainbow_eucalyptus_wood biomeswevegone:spirit_log biomeswevegone:spirit_wood biomeswevegone:white_mangrove_log biomeswevegone:white_mangrove_wood \
\
blockus:white_oak_log blockus:white_oak_wood \
\
natura:nether_logs:type=ghostwood natura:overworld_logs:type=silverbell \
\
pvj:log_juniper \
\
tfc:wood/log/maple tfc:wood/log/palm tfc:wood/log/pine tfc:wood/log/rosewood tfc:wood/log/white_cedar tfc:wood/log/willow tfc:wood/wood/maple tfc:wood/wood/palm tfc:wood/wood/pine tfc:wood/wood/rosewood tfc:wood/wood/white_cedar tfc:wood/wood/willow \
\
twilightforest:transformation_log twilightforest:transformation_log_core:active=false twilightforest:transformation_wood \
\
vanillabackport:pale_oak_log vanillabackport:pale_oak_wood
# Pale Oak Log Non-Full Blocks (Modded Only)
block.10933 = diagonalfences:extshape_blockus/white_oak_wood_fence \
tags_everycomp_tfc_maple tags_everycomp_tfc_palm tags_everycomp_tfc_pine tags_everycomp_tfc_rosewood tags_everycomp_tfc_willow \
\
additionalplacements:extshape_blockus.white_oak_log_slab additionalplacements:extshape_blockus.white_oak_log_stairs additionalplacements:extshape_blockus.white_oak_small_logs_slab additionalplacements:extshape_blockus.white_oak_small_logs_stairs additionalplacements:extshape_blockus.white_oak_wood_pressure_plate additionalplacements:extshape_blockus.white_oak_wood_slab additionalplacements:extshape_blockus.white_oak_wood_stairs \
\
diagonalwalls:extshape_blockus/white_oak_wood_wall \
\
extshape_blockus:white_oak_log_quarter_piece extshape_blockus:white_oak_log_slab extshape_blockus:white_oak_log_stairs extshape_blockus:white_oak_log_vertical_quarter_piece extshape_blockus:white_oak_log_vertical_slab extshape_blockus:white_oak_log_vertical_stairs extshape_blockus:white_oak_small_logs_quarter_piece extshape_blockus:white_oak_small_logs_slab extshape_blockus:white_oak_small_logs_stairs extshape_blockus:white_oak_small_logs_vertical_quarter_piece extshape_blockus:white_oak_small_logs_vertical_slab extshape_blockus:white_oak_small_logs_vertical_stairs extshape_blockus:white_oak_wood_button extshape_blockus:white_oak_wood_fence extshape_blockus:white_oak_wood_fence_gate extshape_blockus:white_oak_wood_pressure_plate extshape_blockus:white_oak_wood_quarter_piece extshape_blockus:white_oak_wood_slab extshape_blockus:white_oak_wood_stairs extshape_blockus:white_oak_wood_vertical_quarter_piece extshape_blockus:white_oak_wood_vertical_slab extshape_blockus:white_oak_wood_vertical_stairs extshape_blockus:white_oak_wood_wall \
\
tfc:plant/pine_krummholz tfc:plant/white_cedar_krummholz tfc:wood/twig/maple tfc:wood/twig/palm tfc:wood/twig/pine tfc:wood/twig/rosewood tfc:wood/twig/white_cedar tfc:wood/twig/willow \
\
twilightforest:hollow_transformation_log_climbable twilightforest:hollow_transformation_log_horizontal twilightforest:hollow_transformation_log_vertical \
\
wilderwild:hollowed_pale_oak_log
# Pale Oak Door
block.10937 = pale_oak_door \
\
vanillabackport:pale_oak_door
# Resin Full Blocks
block.10940 = resin_bricks chiseled_resin_bricks resin_block \
\
vanillabackport:chiseled_resin_bricks vanillabackport:resin_block vanillabackport:resin_bricks
# Resin Non-Full Blocks
block.10941 = resin_clump resin_brick_stairs resin_brick_slab resin_brick_wall \
\
diagonalwalls:minecraft/resin_brick_wall \
\
vanillabackport:resin_brick_slab vanillabackport:resin_brick_stairs vanillabackport:resin_brick_wall vanillabackport:resin_clump
#if MC_VERSION >= 12105
# Creaking Heart Inactive 1.21.5
block.10944 = creaking_heart:creaking_heart_state=uprooted
# Creaking Heart Active 1.21.5
block.10948 = creaking_heart:creaking_heart_state=dormant creaking_heart:creaking_heart_state=awake
#else
# Creaking Heart Inactive 1.21.4
block.10944 = creaking_heart:active=false \
\
vanillabackport:creaking_heart:creaking_heart_state=uprooted
# Creaking Heart Active 1.21.4
block.10948 = creaking_heart:active=true \
\
vanillabackport:creaking_heart:creaking_heart_state=awake vanillabackport:creaking_heart:creaking_heart_state=dormant
#endif
# All snow layers except layer 8
block.10953 = snow:layers=1 snow:layers=2 snow:layers=3 snow:layers=4 snow:layers=5 snow:layers=6 snow:layers=7 \
\
terrainslabs:snow_on_top \
\
tfc:snow_pile:layers=1 tfc:snow_pile:layers=2 tfc:snow_pile:layers=3 tfc:snow_pile:layers=4 tfc:snow_pile:layers=5 tfc:snow_pile:layers=6 tfc:snow_pile:layers=7
# Target 0 Power
block.10956 = target:power=0
# Target Powered
block.10960 = target:power=1 target:power=2 target:power=3 target:power=4 target:power=5 target:power=6 target:power=7 target:power=8 target:power=9 target:power=10 target:power=11 target:power=12 target:power=13 target:power=14 target:power=15
# Sponge
block.10964 = sponge \
\
blockus:legacy_sponge \
\
openblocks:sponge
@@ -1,491 +0,0 @@
### Last updated: February 10, 2026, 11:05 UTC
# Copyright (c) 2026 SpacEagle17 Licensed under the MIT License: https://opensource.org/licenses/MIT
# Purple Stained Glass Panes
block.31021 = purple_stained_glass_pane \
\
betternether:obsidian_glass_pane betternether:quartz_glass_framed_pane_purple betternether:quartz_glass_pane_purple \
\
blockus:purple_beveled_glass_pane \
\
born_in_chaos_v1:purple_stained_glass_panel \
\
chipped:arched_purple_stained_glass_pane_pillar chipped:circular_purple_stained_glass_pane chipped:fancy_purple_stained_glass_pane chipped:large_diamond_purple_stained_glass_pane chipped:ornate_purple_stained_glass_pane chipped:raster_purple_stained_glass_pane chipped:small_purple_stained_glass_pane chipped:square_purple_stained_glass_pane chipped:tiled_purple_stained_glass_pane chipped:vertical_stiped_purple_stained_glass_pane chipped:woven_purple_stained_glass_pane \
\
chisel:glasspanedyedpurple \
\
create:purple_nixie_tube \
\
createframed:horizontal_purple_stained_framed_glass_pane createframed:purple_stained_framed_glass_door createframed:purple_stained_framed_glass_pane createframed:purple_stained_framed_glass_trapdoor createframed:purple_stained_tiled_glass_pane createframed:vertical_purple_stained_framed_glass_pane \
\
diagonalwindows:blockus/purple_beveled_glass_pane diagonalwindows:createframed/horizontal_purple_stained_framed_glass_pane diagonalwindows:createframed/purple_stained_framed_glass_pane diagonalwindows:createframed/purple_stained_tiled_glass_pane diagonalwindows:createframed/vertical_purple_stained_framed_glass_pane diagonalwindows:mcwwindows/purple_mosaic_glass_pane diagonalwindows:minecraft/purple_stained_glass_pane \
\
hearth_and_home:purple_stained_barred_glass_pane \
\
mcwwindows:purple_mosaic_glass_pane \
\
securitycraft:reinforced_purple_stained_glass_pane \
\
tconstruct:purple_clear_stained_glass_pane
# Blue Stained Glass
block.31022 = blue_stained_glass \
\
betterend:umbrella_tree_membrane:color=5 betterend:umbrella_tree_membrane:color=6 betterend:umbrella_tree_membrane:color=7 \
\
betternether:quartz_glass_blue betternether:quartz_glass_framed_blue \
\
blockus:blue_beveled_glass \
\
chipped:arched_blue_stained_glass_pillar chipped:circular_blue_stained_glass chipped:fancy_blue_stained_glass chipped:large_diamond_blue_stained_glass chipped:ornate_blue_stained_glass chipped:raster_blue_stained_glass chipped:small_blue_stained_glass chipped:square_blue_stained_glass chipped:tiled_blue_stained_glass chipped:vertical_stiped_blue_stained_glass chipped:woven_blue_stained_glass \
\
chisel:glassdyedblue \
\
createframed:blue_stained_framed_glass createframed:blue_stained_tiled_glass createframed:horizontal_blue_stained_framed_glass createframed:vertical_blue_stained_framed_glass \
\
hearth_and_home:blue_stained_barred_glass \
\
mcwwindows:blue_mosaic_glass \
\
quark:crystal:variant=crystal_indigo \
\
seasonsextras:blue_greenhouse_glass \
\
securitycraft:reinforced_blue_stained_glass \
\
tconstruct:blue_clear_stained_glass \
\
tfc:blue_poured_glass
# Blue Stained Glass Panes
block.31023 = blue_stained_glass_pane \
\
betternether:quartz_glass_framed_pane_blue betternether:quartz_glass_pane_blue \
\
blockus:blue_beveled_glass_pane \
\
chipped:arched_blue_stained_glass_pane_pillar chipped:circular_blue_stained_glass_pane chipped:fancy_blue_stained_glass_pane chipped:large_diamond_blue_stained_glass_pane chipped:ornate_blue_stained_glass_pane chipped:raster_blue_stained_glass_pane chipped:small_blue_stained_glass_pane chipped:square_blue_stained_glass_pane chipped:tiled_blue_stained_glass_pane chipped:vertical_stiped_blue_stained_glass_pane chipped:woven_blue_stained_glass_pane \
\
chisel:glasspanedyedblue \
\
create:blue_nixie_tube \
\
createframed:blue_stained_framed_glass_door createframed:blue_stained_framed_glass_pane createframed:blue_stained_framed_glass_trapdoor createframed:blue_stained_tiled_glass_pane createframed:horizontal_blue_stained_framed_glass_pane createframed:vertical_blue_stained_framed_glass_pane \
\
diagonalwindows:blockus/blue_beveled_glass_pane diagonalwindows:createframed/blue_stained_framed_glass_pane diagonalwindows:createframed/blue_stained_tiled_glass_pane diagonalwindows:createframed/horizontal_blue_stained_framed_glass_pane diagonalwindows:createframed/vertical_blue_stained_framed_glass_pane diagonalwindows:mcwwindows/blue_mosaic_glass_pane diagonalwindows:minecraft/blue_stained_glass_pane \
\
hearth_and_home:blue_stained_barred_glass_pane \
\
mcwwindows:blue_mosaic_glass_pane \
\
quark:crystal_pane:variant=crystal_indigo \
\
securitycraft:reinforced_blue_stained_glass_pane \
\
tconstruct:blue_clear_stained_glass_pane
# Brown Stained Glass
block.31024 = brown_stained_glass \
\
betternether:quartz_glass_brown betternether:quartz_glass_framed_brown \
\
blockus:brown_beveled_glass \
\
chipped:arched_brown_stained_glass_pillar chipped:circular_brown_stained_glass chipped:fancy_brown_stained_glass chipped:large_diamond_brown_stained_glass chipped:ornate_brown_stained_glass chipped:raster_brown_stained_glass chipped:small_brown_stained_glass chipped:square_brown_stained_glass chipped:tiled_brown_stained_glass chipped:vertical_stiped_brown_stained_glass chipped:woven_brown_stained_glass \
\
chisel:glassdyedbrown \
\
cinderscapes:crystalline_smoky_quartz \
\
createframed:brown_stained_framed_glass createframed:brown_stained_tiled_glass createframed:horizontal_brown_stained_framed_glass createframed:vertical_brown_stained_framed_glass \
\
hearth_and_home:brown_stained_barred_glass \
\
immersive_weathering:vitrified_sand \
\
immersiveengineering:slag_glass \
\
mcwwindows:brown_mosaic_glass \
\
seasonsextras:brown_greenhouse_glass \
\
securitycraft:reinforced_brown_stained_glass \
\
tconstruct:brown_clear_stained_glass \
\
tfc:brown_poured_glass
# Brown Stained Glass Panes
block.31025 = brown_stained_glass_pane \
\
betternether:quartz_glass_framed_pane_brown betternether:quartz_glass_pane_brown \
\
blockus:brown_beveled_glass_pane \
\
chipped:arched_brown_stained_glass_pane_pillar chipped:circular_brown_stained_glass_pane chipped:fancy_brown_stained_glass_pane chipped:large_diamond_brown_stained_glass_pane chipped:ornate_brown_stained_glass_pane chipped:raster_brown_stained_glass_pane chipped:small_brown_stained_glass_pane chipped:square_brown_stained_glass_pane chipped:tiled_brown_stained_glass_pane chipped:vertical_stiped_brown_stained_glass_pane chipped:woven_brown_stained_glass_pane \
\
chisel:glasspanedyedbrown \
\
create:brown_nixie_tube \
\
createframed:brown_stained_framed_glass_door createframed:brown_stained_framed_glass_pane createframed:brown_stained_framed_glass_trapdoor createframed:brown_stained_tiled_glass_pane createframed:horizontal_brown_stained_framed_glass_pane createframed:vertical_brown_stained_framed_glass_pane \
\
diagonalwindows:blockus/brown_beveled_glass_pane diagonalwindows:createframed/brown_stained_framed_glass_pane diagonalwindows:createframed/brown_stained_tiled_glass_pane diagonalwindows:createframed/horizontal_brown_stained_framed_glass_pane diagonalwindows:createframed/vertical_brown_stained_framed_glass_pane diagonalwindows:mcwwindows/brown_mosaic_glass_pane diagonalwindows:minecraft/brown_stained_glass_pane \
\
hearth_and_home:brown_stained_barred_glass_pane \
\
mcwwindows:brown_mosaic_glass_pane \
\
securitycraft:reinforced_brown_stained_glass_pane \
\
tconstruct:brown_clear_stained_glass_pane
# Green Stained Glass
block.31026 = green_stained_glass \
\
betternether:quartz_glass_framed_green betternether:quartz_glass_green \
\
blockus:green_beveled_glass \
\
chipped:arched_green_stained_glass_pillar chipped:circular_green_stained_glass chipped:fancy_green_stained_glass chipped:large_diamond_green_stained_glass chipped:ornate_green_stained_glass chipped:raster_green_stained_glass chipped:small_green_stained_glass chipped:square_green_stained_glass chipped:tiled_green_stained_glass chipped:vertical_stiped_green_stained_glass chipped:woven_green_stained_glass \
\
chisel:glassdyedgreen \
\
createframed:green_stained_framed_glass createframed:green_stained_tiled_glass createframed:horizontal_green_stained_framed_glass createframed:vertical_green_stained_framed_glass \
\
hearth_and_home:green_stained_barred_glass \
\
iceandfire:myrmex_jungle_resin_glass \
\
mcwwindows:green_mosaic_glass \
\
seasonsextras:green_greenhouse_glass \
\
securitycraft:reinforced_green_stained_glass \
\
tconstruct:green_clear_stained_glass \
\
tfc:green_poured_glass
# Green Stained Glass Panes
block.31027 = green_stained_glass_pane \
\
betternether:quartz_glass_framed_pane_green betternether:quartz_glass_pane_green \
\
blockus:green_beveled_glass_pane \
\
chipped:arched_green_stained_glass_pane_pillar chipped:circular_green_stained_glass_pane chipped:fancy_green_stained_glass_pane chipped:large_diamond_green_stained_glass_pane chipped:ornate_green_stained_glass_pane chipped:raster_green_stained_glass_pane chipped:small_green_stained_glass_pane chipped:square_green_stained_glass_pane chipped:tiled_green_stained_glass_pane chipped:vertical_stiped_green_stained_glass_pane chipped:woven_green_stained_glass_pane \
\
chisel:glasspanedyedgreen \
\
create:green_nixie_tube \
\
createframed:green_stained_framed_glass_door createframed:green_stained_framed_glass_pane createframed:green_stained_framed_glass_trapdoor createframed:green_stained_tiled_glass_pane createframed:horizontal_green_stained_framed_glass_pane createframed:vertical_green_stained_framed_glass_pane \
\
diagonalwindows:blockus/green_beveled_glass_pane diagonalwindows:createframed/green_stained_framed_glass_pane diagonalwindows:createframed/green_stained_tiled_glass_pane diagonalwindows:createframed/horizontal_green_stained_framed_glass_pane diagonalwindows:createframed/vertical_green_stained_framed_glass_pane diagonalwindows:mcwwindows/green_mosaic_glass_pane diagonalwindows:minecraft/green_stained_glass_pane \
\
hearth_and_home:green_stained_barred_glass_pane \
\
mcwwindows:green_mosaic_glass_pane \
\
securitycraft:reinforced_green_stained_glass_pane \
\
tconstruct:green_clear_stained_glass_pane
# Red Stained Glass
block.31028 = red_stained_glass \
\
betternether:quartz_glass_framed_red betternether:quartz_glass_red \
\
blockus:red_beveled_glass \
\
born_in_chaos_v1:scarlet_stained_glass \
\
chipped:arched_red_stained_glass_pillar chipped:circular_red_stained_glass chipped:fancy_red_stained_glass chipped:large_diamond_red_stained_glass chipped:ornate_red_stained_glass chipped:raster_red_stained_glass chipped:small_red_stained_glass chipped:square_red_stained_glass chipped:tiled_red_stained_glass chipped:vertical_stiped_red_stained_glass chipped:woven_red_stained_glass \
\
chisel:glassdyedred \
\
createframed:horizontal_red_stained_framed_glass createframed:red_stained_framed_glass createframed:red_stained_tiled_glass createframed:vertical_red_stained_framed_glass \
\
hearth_and_home:red_stained_barred_glass \
\
mcwwindows:red_mosaic_glass \
\
naturalist:crimson_froglass \
\
quark:crystal:variant=crystal_red \
\
seasonsextras:red_greenhouse_glass \
\
securitycraft:reinforced_red_stained_glass \
\
tconstruct:red_clear_stained_glass \
\
tfc:red_poured_glass
# Red Stained Glass Panes
block.31029 = red_stained_glass_pane \
\
betternether:quartz_glass_framed_pane_red betternether:quartz_glass_pane_red \
\
blockus:red_beveled_glass_pane \
\
born_in_chaos_v1:cursed_scarlet_ornate_glass_pane born_in_chaos_v1:scarlet_stained_glass_panel \
\
chipped:arched_red_stained_glass_pane_pillar chipped:circular_red_stained_glass_pane chipped:fancy_red_stained_glass_pane chipped:large_diamond_red_stained_glass_pane chipped:ornate_red_stained_glass_pane chipped:raster_red_stained_glass_pane chipped:small_red_stained_glass_pane chipped:square_red_stained_glass_pane chipped:tiled_red_stained_glass_pane chipped:vertical_stiped_red_stained_glass_pane chipped:woven_red_stained_glass_pane \
\
chisel:glasspanedyedred \
\
create:red_nixie_tube \
\
createframed:horizontal_red_stained_framed_glass_pane createframed:red_stained_framed_glass_door createframed:red_stained_framed_glass_pane createframed:red_stained_framed_glass_trapdoor createframed:red_stained_tiled_glass_pane createframed:vertical_red_stained_framed_glass_pane \
\
diagonalwindows:blockus/red_beveled_glass_pane diagonalwindows:createframed/horizontal_red_stained_framed_glass_pane diagonalwindows:createframed/red_stained_framed_glass_pane diagonalwindows:createframed/red_stained_tiled_glass_pane diagonalwindows:createframed/vertical_red_stained_framed_glass_pane diagonalwindows:mcwwindows/red_mosaic_glass_pane diagonalwindows:minecraft/red_stained_glass_pane \
\
hearth_and_home:red_stained_barred_glass_pane \
\
mcwwindows:red_mosaic_glass_pane \
\
naturalist:crimson_froglass_pane \
\
quark:crystal_pane:variant=crystal_red \
\
securitycraft:reinforced_red_stained_glass_pane \
\
tconstruct:red_clear_stained_glass_pane
# Black Stained Glass
# Use if your glass is multi-colored, black will preserve the lighting through the glass texture.
block.31030 = black_stained_glass \
\
betternether:quartz_glass_black betternether:quartz_glass_framed_black \
\
biomeswevegone:black_ice biomeswevegone:borealis_ice \
\
blockus:black_beveled_glass blockus:rainbow_beveled_glass blockus:rainbow_glass \
\
chipped:arched_black_stained_glass_pillar chipped:circular_black_stained_glass chipped:fancy_black_stained_glass chipped:large_diamond_black_stained_glass chipped:ornate_black_stained_glass chipped:raster_black_stained_glass chipped:small_black_stained_glass chipped:square_black_stained_glass chipped:tiled_black_stained_glass chipped:vertical_stiped_black_stained_glass chipped:woven_black_stained_glass \
\
chisel:glassdyedblack \
\
create:weathered_iron_window \
\
createframed:black_stained_framed_glass createframed:black_stained_tiled_glass createframed:horizontal_black_stained_framed_glass createframed:vertical_black_stained_framed_glass \
\
hearth_and_home:black_stained_barred_glass \
\
mcwwindows:black_mosaic_glass mcwwindows:one_way_glass \
\
quark:crystal:variant=crystal_black \
\
seasonsextras:black_greenhouse_glass \
\
securitycraft:reinforced_black_stained_glass \
\
tconstruct:black_clear_stained_glass tconstruct:soulsteel_block \
\
tfc:black_poured_glass \
\
twilightforest:auroralized_glass
# Black Stained Glass Panes
block.31031 = black_stained_glass_pane \
\
betternether:quartz_glass_framed_pane_black betternether:quartz_glass_pane_black \
\
blockus:black_beveled_glass_pane blockus:rainbow_beveled_glass_pane blockus:rainbow_glass_pane \
\
chipped:arched_black_stained_glass_pane_pillar chipped:circular_black_stained_glass_pane chipped:fancy_black_stained_glass_pane chipped:large_diamond_black_stained_glass_pane chipped:ornate_black_stained_glass_pane chipped:raster_black_stained_glass_pane chipped:small_black_stained_glass_pane chipped:square_black_stained_glass_pane chipped:tiled_black_stained_glass_pane chipped:vertical_stiped_black_stained_glass_pane chipped:woven_black_stained_glass_pane \
\
chisel:glasspanedyedblack \
\
create:black_nixie_tube create:weathered_iron_window_pane \
\
createframed:black_stained_framed_glass_door createframed:black_stained_framed_glass_pane createframed:black_stained_framed_glass_trapdoor createframed:black_stained_tiled_glass_pane createframed:horizontal_black_stained_framed_glass_pane createframed:vertical_black_stained_framed_glass_pane \
\
diagonalwindows:blockus/black_beveled_glass_pane diagonalwindows:blockus/rainbow_beveled_glass_pane diagonalwindows:blockus/rainbow_glass_pane diagonalwindows:create/weathered_iron_window_pane diagonalwindows:createframed/black_stained_framed_glass_pane diagonalwindows:createframed/black_stained_tiled_glass_pane diagonalwindows:createframed/horizontal_black_stained_framed_glass_pane diagonalwindows:createframed/vertical_black_stained_framed_glass_pane diagonalwindows:mcwwindows/black_mosaic_glass_pane diagonalwindows:minecraft/black_stained_glass_pane \
\
hearth_and_home:black_stained_barred_glass_pane \
\
immersiveengineering:alu_window immersiveengineering:reinforced_window immersiveengineering:steel_window immersiveengineering:treated_window \
\
mcwwindows:black_mosaic_glass_pane mcwwindows:one_way_glass_pane \
\
missingwilds:black_stained_food_jar missingwilds:black_stained_jar missingwilds:black_stained_potion_jar missingwilds:blue_stained_food_jar missingwilds:blue_stained_jar missingwilds:blue_stained_potion_jar missingwilds:brown_stained_food_jar missingwilds:brown_stained_jar missingwilds:brown_stained_potion_jar missingwilds:cyan_stained_food_jar missingwilds:cyan_stained_jar missingwilds:cyan_stained_potion_jar missingwilds:gray_stained_food_jar missingwilds:gray_stained_jar missingwilds:gray_stained_potion_jar missingwilds:green_stained_food_jar missingwilds:green_stained_jar missingwilds:green_stained_potion_jar missingwilds:light_blue_stained_food_jar missingwilds:light_blue_stained_jar missingwilds:light_blue_stained_potion_jar missingwilds:light_gray_stained_food_jar missingwilds:light_gray_stained_jar missingwilds:light_gray_stained_potion_jar missingwilds:lime_stained_food_jar missingwilds:lime_stained_jar missingwilds:lime_stained_potion_jar missingwilds:magenta_stained_food_jar missingwilds:magenta_stained_jar missingwilds:magenta_stained_potion_jar missingwilds:orange_stained_food_jar missingwilds:orange_stained_jar missingwilds:orange_stained_potion_jar missingwilds:pink_stained_food_jar missingwilds:pink_stained_jar missingwilds:pink_stained_potion_jar missingwilds:purple_stained_food_jar missingwilds:purple_stained_jar missingwilds:purple_stained_potion_jar missingwilds:red_stained_food_jar missingwilds:red_stained_jar missingwilds:red_stained_potion_jar missingwilds:white_stained_food_jar missingwilds:white_stained_jar missingwilds:white_stained_potion_jar missingwilds:yellow_stained_food_jar missingwilds:yellow_stained_jar missingwilds:yellow_stained_potion_jar \
\
quark:crystal_pane:variant=crystal_black \
\
securitycraft:reinforced_black_stained_glass_pane \
\
tconstruct:black_clear_stained_glass_pane
# Water
block.32000 = water bubble_column \
\
ad_astra:cryo_fuel ad_astra:flowing_cryo_fuel ad_astra:flowing_fuel ad_astra:flowing_oil ad_astra:fuel ad_astra:oil \
\
aether:aether_portal \
\
aquaacrobatics:bubble_column \
\
betterend:vent_bubble_column \
\
biomesoplenty:blood \
\
burnt:flowing_hot_spring_water burnt:geyser_block burnt:geyser_block_medium burnt:geyser_shoot burnt:geyser_starter burnt:geyser_starter_medium burnt:hot_spring_water \
\
butcher:brinesolution butcher:chlorine \
\
chiselsandbits:chiseled_fluid \
\
create_enchantment_industry:flowing_ink create_enchantment_industry:ink \
\
createaddition:bioethanol createaddition:flowing_bioethanol createaddition:flowing_seed_oil createaddition:seed_oil \
\
delightfulcreators:apple_cider_block delightfulcreators:melon_juice_block \
\
enderio:cloud_seed enderio:cloud_seed_concentrated enderio:dew_of_the_void enderio:fire_water enderio:hootch enderio:liquid_sunshine enderio:nutrient_distillation enderio:rocket_fuel enderio:vapor_of_levity enderio:xp_juice \
\
growthcraft_apples:fluid_applecider_apple_cider_ethereal growthcraft_apples:fluid_applecider_apple_cider_extended growthcraft_apples:fluid_applecider_apple_cider_fermented growthcraft_apples:fluid_applecider_apple_cider_intoxicated growthcraft_apples:fluid_applecider_apple_cider_poisoned growthcraft_apples:fluid_applecider_apple_cider_potent growthcraft_apples:fluid_applecider_apple_cider_potentextended growthcraft_apples:fluid_applecider_apple_juice \
\
immersiveengineering:acetaldehyde_fluid_block immersiveengineering:ethanol_fluid_block immersiveengineering:herbicide_fluid_block immersiveengineering:phenolic_resin_fluid_block immersiveengineering:plantoil_fluid_block immersiveengineering:redstone_acid_fluid_block \
\
littletiles:colored_water littletiles:colored_water_flowing \
\
milk:milk_fluid_block \
\
nyx:lunar_water \
\
sauce:source_fluid_block \
\
securitycraft:fake_water_block securitycraft:flowing_fake_water_block \
\
sliceanddice:fertilizer sliceanddice:flowing_fertilizer \
\
spelunkery:spring_water \
\
streams:river/tile.water/-1/-2 streams:river/tile.water/-1/2 streams:river/tile.water/-2/-1 streams:river/tile.water/-2/-2 streams:river/tile.water/-2/0 streams:river/tile.water/-2/1 streams:river/tile.water/-2/2 streams:river/tile.water/0/-2 streams:river/tile.water/0/0 streams:river/tile.water/0/2 streams:river/tile.water/1/-2 streams:river/tile.water/1/2 streams:river/tile.water/2/-1 streams:river/tile.water/2/-2 streams:river/tile.water/2/0 streams:river/tile.water/2/1 streams:river/tile.water/2/2 \
\
supplementaries:lumisene \
\
tconstruct:blood_fluid tconstruct:blueslime tconstruct:earth_slime_fluid tconstruct:ender_slime_fluid tconstruct:honey_fluid tconstruct:liquid_soul_fluid tconstruct:milk tconstruct:molten_amethyst_fluid tconstruct:molten_diamond_fluid tconstruct:molten_emerald_fluid tconstruct:purpleslime tconstruct:sky_slime_fluid tconstruct:venom_fluid \
\
tfc:fluid/river_water tfc:fluid/salt_water tfc:fluid/spring_water
# Ice
block.32004 = ice frosted_ice \
tags_transparent_ice \
\
aether:frosted_ice \
\
burnt:black_ice burnt:black_ice_break \
\
chisel:array/ice chisel:braid/ice chisel:chaotic_bricks/ice chisel:chaotic_medium/ice chisel:chaotic_small/ice chisel:circular/ice chisel:cracked/ice chisel:cracked_bricks/ice chisel:cut/ice chisel:dent/ice chisel:encased_bricks/ice chisel:french/ice chisel:ice chisel:ice1 chisel:ice2 chisel:icepillar chisel:jellybean/ice chisel:large_tile/ice chisel:layer/ice chisel:mosaic/ice chisel:ornate/ice chisel:panel/ice chisel:pillar/ice chisel:prism/ice chisel:raw/ice chisel:road/ice chisel:slant/ice chisel:small_bricks/ice chisel:soft_bricks/ice chisel:solid_bricks/ice chisel:tiles_medium/ice chisel:tiles_small/ice chisel:triple_bricks/ice chisel:twist/ice chisel:weaver/ice chisel:zag/ice \
\
chiselsandbits:chiseled_ice \
\
ecologics:thin_ice \
\
iceandfire:egginice \
\
immersive_weathering:frost immersive_weathering:thin_ice \
\
rare-ice:rare_ice \
\
securitycraft:reinforced_ice \
\
tfc:ice_pile tfc:icicle tfc:sea_ice \
\
yungscavebiomes:ice_sheet
# Glass
block.32008 = glass \
\
allthecompressed:glass_1x allthecompressed:glass_2x allthecompressed:glass_3x allthecompressed:glass_4x allthecompressed:glass_5x allthecompressed:glass_6x allthecompressed:glass_7x allthecompressed:glass_8x allthecompressed:glass_9x \
\
betternether:cincinnasite_frame \
\
blockbox:rough_glass \
\
blockus:beveled_glass \
\
born_in_chaos_v1:dark_stained_glass \
\
chipped:arched_leaded_glass_pillar chipped:circle_oak_glass chipped:clear_leaded_glass chipped:fancy_leaded_glass chipped:large_diamond_leaded_glass chipped:lead_woven_glass chipped:oak_bared_glass chipped:oak_bordered_glass chipped:oak_diamond_bordered_glass chipped:oak_horizontal_lined_glass chipped:oak_large_diamond_glass chipped:oak_line_bared_glass chipped:oak_ornate_bared_glass chipped:oak_snowflake_glass chipped:oak_woven_glass chipped:ornate_leaded_glass chipped:raster_leaded_glass chipped:small_diamond_leaded_glass chipped:square_leaded_glass chipped:square_oak_glass chipped:vertical_leaded_glass \
\
chisel:bubble/glass chisel:chinese/glass chisel:chinese2/glass chisel:chrono/glass chisel:dungeon/glass chisel:ironfencemodern/glass chisel:japanese/glass chisel:japanese2/glass chisel:light/glass chisel:noborder/glass chisel:ornatesteel/glass chisel:ornatesteel_old/glass chisel:screen/glass chisel:shale/glass chisel:steelframe/glass chisel:stone/glass chisel:streak/glass chisel:thick/glass chisel:thin/glass \
\
chiselsandbits:chiseled_glass \
\
createdeco:andesite_window createdeco:brass_window createdeco:copper_window createdeco:industrial_iron_window createdeco:iron_window createdeco:zinc_window \
\
growthcraft_cellar:culture_jar \
\
hearth_and_home:barred_glass \
\
immersive_weathering:frosty_glass \
\
mocreatures:gleaming_glass \
\
nyx:crystal \
\
securitycraft:reinforced_glass \
\
supplementaries:bubble_block \
\
tconstruct:clear_glass tconstruct:scorched_fuel_gauge tconstruct:scorched_glass tconstruct:scorched_ingot_gauge tconstruct:scorched_soul_glass tconstruct:seared_fuel_gauge tconstruct:seared_glass tconstruct:seared_ingot_gauge tconstruct:seared_soul_glass tconstruct:soul_glass \
\
tfc:poured_glass
# Glass Without ACL Connected Glass
block.32009 = create:tiled_glass create:horizontal_framed_glass create:framed_glass create:vertical_framed_glass create:acacia_window create:bamboo_window create:cherry_window create:crimson_window create:dark_oak_window create:industrial_iron_window create:jungle_window create:mangrove_window create:oak_window create:ornate_iron_window create:spruce_window create:warped_window \
tags_neoforge_glass \
\
createframed:andesite_alloy_window createframed:black_cardboard_window createframed:blue_cardboard_window createframed:brass_window createframed:brown_cardboard_window createframed:cardboard_window createframed:copper_window createframed:cyan_cardboard_window createframed:gray_cardboard_window createframed:green_cardboard_window createframed:light_blue_cardboard_window createframed:light_gray_cardboard_window createframed:lime_cardboard_window createframed:magenta_cardboard_window createframed:orange_cardboard_window createframed:pink_cardboard_window createframed:purple_cardboard_window createframed:red_cardboard_window createframed:white_cardboard_window createframed:yellow_cardboard_window createframed:zinc_window \
\
diagonalwindows:createframed/blue_cardboard_window_pane diagonalwindows:createframed/brass_window_pane diagonalwindows:createframed/brown_cardboard_window_pane diagonalwindows:createframed/copper_window_pane diagonalwindows:createframed/cyan_cardboard_window_pane diagonalwindows:createframed/gray_cardboard_window_pane diagonalwindows:createframed/green_cardboard_window_pane diagonalwindows:createframed/light_blue_cardboard_window_pane diagonalwindows:createframed/light_gray_cardboard_window_pane diagonalwindows:createframed/lime_cardboard_window_pane diagonalwindows:createframed/magenta_cardboard_window_pane diagonalwindows:createframed/orange_cardboard_window_pane diagonalwindows:createframed/pink_cardboard_window_pane diagonalwindows:createframed/purple_cardboard_window_pane diagonalwindows:createframed/red_cardboard_window_pane diagonalwindows:createframed/white_cardboard_window_pane diagonalwindows:createframed/yellow_cardboard_window_pane diagonalwindows:createframed/zinc_window_pane
# Glass Pane
block.32012 = glass_pane \
\
blockbox:rough_glass_pane \
\
blockus:beveled_glass_pane \
\
born_in_chaos_v1:dark_stained_glass_panel \
\
butcher:filled_jar butcher:jar \
\
chipped:arched_leaded_glass_pane_pillar chipped:circle_oak_glass_pane chipped:clear_leaded_glass_pane chipped:fancy_leaded_glass_pane chipped:large_diamond_leaded_glass_pane chipped:lead_woven_glass_pane chipped:oak_bared_glass_pane chipped:oak_bordered_glass_pane chipped:oak_diamond_bordered_glass_pane chipped:oak_horizontal_lined_glass_pane chipped:oak_large_diamond_glass_pane chipped:oak_line_bared_glass_pane chipped:oak_ornate_bared_glass_pane chipped:oak_snowflake_glass_pane chipped:oak_woven_glass_pane chipped:ornate_leaded_glass_pane chipped:raster_leaded_glass_pane chipped:small_diamond_leaded_glass_pane chipped:smooth_inlayed_ice chipped:square_leaded_glass_pane chipped:square_oak_glass_pane chipped:vertical_leaded_glass_pane \
\
createdeco:andesite_window_pane createdeco:brass_window_pane createdeco:copper_window_pane createdeco:industrial_iron_window_pane createdeco:iron_window_pane createdeco:zinc_window_pane \
\
diagonalwindows:blockus/beveled_glass_pane diagonalwindows:createframed/andesite_alloy_window_pane diagonalwindows:createframed/andesite_alloy_window_panew diagonalwindows:createframed/black_cardboard_window_pane diagonalwindows:createframed/cardboard_window_pane diagonalwindows:minecraft/glass_pane \
\
hearth_and_home:barred_glass_pane \
\
immersive_weathering:frosty_glass_pane \
\
missingwilds:food_jar missingwilds:jar missingwilds:potion_jar missingwilds:tinted_firefly_jar missingwilds:tinted_food_jar missingwilds:tinted_jar missingwilds:tinted_potion_jar \
\
securitycraft:inventory_scanner_field securitycraft:laser securitycraft:reinforced_glass_pane \
\
tconstruct:clear_glass_pane tconstruct:scorched_glass_pane tconstruct:scorched_soul_glass_pane tconstruct:seared_glass_pane tconstruct:seared_soul_glass_pane tconstruct:soul_glass_pane
# Glass Pane Without ACL Connected Glass
block.32013 = create:framed_glass_door create:framed_glass_trapdoor create:tiled_glass_pane create:framed_glass_pane create:horizontal_framed_glass_pane create:vertical_framed_glass_pane create:acacia_window_pane create:bamboo_window_pane create:cherry_window_pane create:crimson_window_pane create:dark_oak_window_pane create:industrial_iron_window_pane create:jungle_window_pane create:mangrove_window_pane create:oak_window_pane create:ornate_iron_window_pane create:spruce_window_pane create:warped_window_pane \
tags_neoforge_glass_panes \
\
createframed:andesite_alloy_window_pane createframed:black_cardboard_window_pane createframed:blue_cardboard_window_pane createframed:brass_window_pane createframed:brown_cardboard_window_pane createframed:cardboard_window_pane createframed:copper_window_pane createframed:cyan_cardboard_window_pane createframed:gray_cardboard_window_pane createframed:green_cardboard_window_pane createframed:light_blue_cardboard_window_pane createframed:light_gray_cardboard_window_pane createframed:lime_cardboard_window_pane createframed:magenta_cardboard_window_pane createframed:orange_cardboard_window_pane createframed:pink_cardboard_window_pane createframed:purple_cardboard_window_pane createframed:red_cardboard_window_pane createframed:white_cardboard_window_pane createframed:yellow_cardboard_window_pane createframed:zinc_window_pane
# Beacon
block.32016 = beacon \
\
betterend:amaranita_fur betterend:gold_chandelier betterend:iron_chandelier betterend:lumecorn betterend:terminite_chandelier betterend:thallasium_chandelier \
\
bosses_of_mass_destruction:levitation_block bosses_of_mass_destruction:mob_ward \
\
cinderscapes:umbral_flesh_block \
\
spelunkery:light_blue_glowstick
#endif
@@ -1,541 +0,0 @@
block.5000-10081.properties:
- Signs
- Chests
- Ender Chest
- Shulker Boxes, Heads, Banners, and Beds
- Player Head
- Conduits
- End Portal 1.20.1+
- Dimensional Doors uses the End Portal shader to display its dimensional portal effect.
- End Portal before 1.20.1
- Bell
- Copper Block Entity
- No Directional Shading
- Small Flowers / Flowers Lower Half - Euphoria Patches Emissive Flowers
- Short Foliage / Foliage Lower Half
- Leaves - Not affected by Euphoria Patches Seasons (Don't tint in Autumn, get snow in winter)
- Leaves
- Leaves - Euphoria Patches Emissive Flowers
- Waving Foliage - Vine
- Non-Waving Foliage - Euphoria Patches Interactive Foliage
- Non-Waving Foliage
- Non-Waving Flowers - Euphoria Patches Emissive Flowers
- Tall Foliage Upper Half
- Tall Flowers Upper half - Euphoria Patches Emissive Flowers
- Automatic glowing modded ores - Stone
- Short Foliage / Foliage Lower Half - No Subsurface Scattering
- Automatic glowing modded ores - Netherrack
- Tall Foliage / Foliage Upper Half - No Subsurface Scattering
- Automatic glowing modded ores - Endstone
- Crimson Roots - Better Color balance for Soul Sand Valley Overhaul
- Stone Bricks
- Stone Brick Walls
- Stone Brick Slabs and Stairs
- Anvil
- Sugar Cane
- Rails
- Cauldron / Unlocked Hopper
- Locked Hopper - Euphoria Patches Redstone IPBR
- Cauldron With Water
- Powder Snow Cauldron
- Lava Cauldron
- Lever
- Lectern
- Still Lava - Euphoria Patches Lava Noise
- Flowing Lava - Euphoria Patches Lava Noise
- Fire
- Soul Fire
- Enabled Redstone Stone Blocks - Euphoria Patches Redstone IPBR
- Stone Blocks
- Stone Stuff / Disabled Redstone Stone Blocks - Euphoria Patches Redstone IPBR
block.10083-10159.properties:
- Stone slabs and stairs
- Granite Full Block
- Granite Walls
- Granite Slabs and Stairs
- Diorite Full Block
- Diorite Walls
- Diorite Slabs and Stairs
- Andesite Full Block
- Andesite Walls
- Andesite Slabs and Stairs
- Polished Granite Full Block
- Polished Granite Non-Full Blocks
- Polished Diorite Full Block
- Polished Diorite Non-Full Blocks
- Polished Andesite Full Block / Mud Brick Full Block / Bricks
- Brick Walls
- Polished Andesite / Mud Brick Slabs and Stairs
- Deepslate - Full Blocks
- Deepslate - Walls
- Cobbled Deepslate stairs and slabs
- Other Deepslate - Full Blocks / Mangrove Full Blocks
- Other Deepslate - Walls / Mangrove Non-Full Blocks
- Deepslate Slabs and Stairs
- Calcite Blocks
- Calcite Non-Full Blocks (Modded Only)
- Dripstone
- Pointed Dripstone
- Daylight Detector
- Snowy Dirt Blocks
- Snowy Dirt Block Non-Full Blocks
- Normal Mycelium
- Normal Dirt
- Farmland Moisture Levels 0-6
- Normal Grass Block
- Grass Block Non-Full Block
- Farmland Moisture 7 (Fully Moist)
- Netherrack
- Netherrack Non-Full Blocks (Modded Only)
- Warped Nylium
- Warped Wart Block - Euphoria Patched Emissive Wart Blocks
- Warped Wart Non-Full Block (Modded Only)
- Crimson Nylium
- Crimson Nylium Non-Full Block / Nether Wart Non-Full Block
- Nether Wart Block - Euphoria Patched Emissive Wart Blocks
- Cobblestone, Piston, Dispenser, Droppers, Lodestone
- Cobblestone Walls
- Cobblestone Slabs and Stairs
- Oak Full Blocks
- Oak Non-Full Blocks
- Oak Slabs and Stairs
block.10160-10241.properties:
- Oak Logs
- Oak Non-Full Logs (Modded Only)
- Spruce Full Blocks
- Spruce Non-Full Blocks
- Spruce Slabs and Stairs
- Spruce Logs
- Spruce Non-Full Logs (Modded Only)
- Birch Full Blocks
- Birch Non-Full Blocks
- Birch Slabs and Stairs
- Birch Logs
- Birch Non-Full Logs (Modded Only)
- Jungle Full Blocks
- Jungle Non-Full Blocks
- Jungle Slabs and Stairs
- Jungle Logs
- Jungle Non-Full Logs (Modded Only)
- Acacia Full Blocks
- Acacia Non-Full Blocks
- Acacia Slabs and Stairs
- Acacia Logs
- Acacia Non-Full Logs (Modded Only)
- Dark Oak Full Blocks
- Dark Oak Non-Full Blocks
- Dark Oak Slabs and Stairs
- Dark Oak Logs
- Dark Oak Non-Full Logs (Modded Only)
- Mangrove Full Blocks
- Mangrove Non-Full Blocks
- Mangrove Slabs and Stairs
- Mangrove Logs
- Mangrove Non-Full Logs (Modded Only)
- Crimson Wood Full Blocks
- Crimson Wood Non-Full Blocks
- Crimson Wood Slabs and Stairs
- Crimson Stem
- Crimson Non-Full Stems (Modded Only)
- Warped Wood Full Blocks
- Warped Wood Non-Full Blocks
- Warped Wood Slabs and Stairs
- Warped Stem
- Warped Non-Full Stem (Modded Only)
- Bedrock
- Bedrock Non-Full Blocks (Modded Only)
- Sand
- Sand Non-Full Blocks (Modded Only)
- Red Sand
- Red Sand Non-Full Blocks (Modded Only)
- Sandstone Full Block
- Sandstone Walls
block.10243-10349.properties:
- Sandstone Slabs and Stairs
- Red Sandstone Full Block
- Red Sandstone Walls
- Red Sandstone Slabs and Stairs
- Netherite Blocks
- Netherite Non-Full Blocks (Modded Only)
- Ancient Debris
- Ancient Debris Non-Full Blocks (Modded Only)
- Iron Bars
- Declared but unused in Complementary itself
- Iron Blocks
- Unpowered Heavy Weighted Pressure Plate - Euphoria Patches Redstone IPBR
- Powered Heavy Weighted Pressure Plate - Euphoria Patches Redstone IPBR
- Euphoria Patches Glowing Raw Iron Blocks
- Glowing Raw Iron Non-Full Blocks (Modded Only)
- Glowing Ores Iron
- Deepslate Variant
- Euphoria Patches Glowing Raw Copper Blocks
- Glowing Raw Copper Blocks Non-Full Blocks (Modded Block)
- Glowing Ores Copper
- Glowing Ores Copper Non-Full Block (Modded Only)
- Copper Full Blocks
- Copper Non-Full Blocks
- Copper Slabs and Stairs
- Euphoria Patches Glowing Raw Gold Blocks
- Glowing Raw Gold Blocks Non-Full Blocks (Modded Block)
- Glowing Ores Gold
- Glowing Ores Gold Non-Full Block (Modded Only)
- Deepslate Gold Ore Variant
- Pink Modded Ores
- Purple Modded Ores
- Glowing Ores Nether Gold
- Gold Blocks
- Unpowered Light Weighted Pressure Plate - Euphoria Patches Redstone IPBR
- Powered Light Weighted Pressure Plate - Euphoria Patches Redstone IPBR
- Diamond Blocks
- Diamond Non-Full Blocks (Modded Only)
- Glowing Ores Diamond
- Glowing Ores Diamond Non-Full Block (Modded Only)
- Deepslate Diamond Variant
- Amethyst Blocks
- Amethyst Non-Full Blocks (Modded Only)
- Amethyst Crystals
- Emerald Blocks
- Emerald Non-Full Blocks (Modded Only)
- Glowing Ores Emerald
- Glowing Non-Full Emerald Ore (Modded Only)
- Azalea
block.10352-10460.properties:
- Lapis Blocks
- Lapis Non-Full Blocks (Modded Only)
- Glowing Ores Lapis
- Deepslate Variant
- Full Quartz Block
- Non-Full Quartz Block
- Glowing Ores Nether Quartz
- Obsidian Full Blocks
- Obsidian Non-Full Blocks (Modded Only)
- Full Purpur Blocks
- Non-Full Purpur Blocks
- Full Snow Blocks
- Non-Full Snow Blocks
- Packed Ice
- Packed Ice Non-Full Blocks (Modded Only)
- Blue Ice
- Non-Full Blue Ice (Modded Only)
- Carved Pumpkin
- Pumpkin Non-Full Blocks (Modded Only)
- Jack o'Lantern
- Non-Waterlogged Sea Pickle
- Waterlogged Sea Pickle
- Basalt Blocks
- Basalt Non-Full Blocks (Modded Only)
- Glowstone Blocks
- Nether Bricks Full Blocks
- Nether Brick Non-Full Blocks
- Nether Brick Slabs and Stairs
- Red Nether Bricks Full Blocks
- Red Nether Bricks Non-Full Blocks
- Red Nether Slabs and Stairs
- Melon
- Melon Non-Full Blocks (Modded Only)
- End Stone Full Blocks
- End Stone Non-Full Blocks
- Endstone Slabs and Stairs
- Terracotta
- Terracotta Non-Full Blocks (Modded Only)
- Glazed Terracotta
- Glazed Terracotta Non-Full Blocks (Modded Only)
- Prismarine Full Blocks
- Prismarine Non-Full Blocks
- Prismarine Slabs and Stairs
- Dark Prismarine Full Blocks
- Dark Prismarine Non-Full Blocks
- Sea Lantern
- Magma Blocks
- Magma Non-Full Blocks (Modded Only)
- Command Blocks
- Concrete Blocks
block.10461-10608.properties:
- Concrete Non-Full Blocks (Modded Only)
- Concrete Powder
- Concrete Powder Non-Full Blocks (Modded Only)
- Coral Full Blocks
- Crying Obsidian
- Crying Obsidian Non-Full Blocks (Modded Only)
- Blackstone Full Blocks
- Blackstone Non-Full Blocks
- Blackstone Slabs and Stairs
- Glowing Gilded Blackstone
- Glowing Gilded Blackstone (Modded Only)
- Top Water Plants (LilyPads, Waterlilies, Duckweed, etc.)
- Path Blocks
- Torch
- End Rod
- Chorus Plant
- Chorus Flower
- Chorus Flower - Fully Grown
- Lit Furnace (Turned On)
- Cactus
- Unpowered Noteblock
- Powered Noteblock
- Soul Torch
- Brown Mushroom Blocks
- Brown Mushroom Non-Full Blocks (Modded Only)
- Red Mushroom Blocks
- Mushroom Stem Blocks
- Mushroom Stem Non-Full Blocks (Modded Only)
- Glow Lichen
- Enchanting Table
- End Portal Frame Without Ender Eye
- End Portal Frame With Ender Eye
- End Portal Frame With Ender Eye Full Block (Modded Only)
- Lantern
- Hanging Lantern
- Soul Lantern
- Turtle Egg
- Dragon Egg
- Lit Smoker (Turned On)
- Lit Blast Furnace (Turned On)
- Coal Block
- Coal Non-Full Blocks (Modded Only)
- Respawn Anchor 0 Charge (No Glowstone)
- Respawn Anchor Charges (Has Glowstone)
- Redstone Dust (Wire) Any Power Level
- Redstone Dust (Wire) 0 Power Level
- Redstone Torch Lit (Turned On)
- Redstone Torch Unlit (Turned Off)
- Redstone Block
block.10612-10744.properties:
- Redstone Ore Unlit
- Redstone Ore Lit
- Deepslate Redstone Ore Unlit
- Deepslate Redstone Ore Lit
- Cave Vines Berries False
- Cave Vines Berries True
- Redstone Lamp Unlit
- Redstone Lamp Lit
- Powered Compartor/Repeater
- Unpowered Compartor/Repeater
- Unpowered Compartor and in subtract mode
- Shroomlight
- Shroomlight Non-Full Blocks (Modded Only)
- Campfire Lit
- Soul Campfire Lit
- Campfires Unlit
- Observer
- Observer Non-Full Blocks (Modded Only)
- Wool
- Carpet
- Tripwire (String Block)
- Full Bone Blocks
- Non-Full Bone Blocks (Modded Only)
- Barrel \ Bee Blocks
- Barrel Non-Full Blocks \ Bee Non-Full Blocks
- Ochre Froglight
- Verdant Froglight
- Pearlescent Froglight
- Reinforced Deepslate
- Sculk, Sculk Catalyst Block
- Sculk Non-Full Blocks (Modded Only)
- Sculk Vein, Sculk Sensor:Unlit
- Sculk Shrieker
- Active Sculk Sensor
- Mob Spawner
- Tuff Blocks
- Tuff Non-Full Blocks
- Tuff Stairs and Slabs
- Clay Full Blocks
- Clay Non-Full Blocks (Modded Only)
- Ladders
- Gravel Full Blocks
- Gravel Non-Full Blocks (Modded Only)
- Flower Pot - No Subsurface Scattering
- Flower Pot - Subsurface Scattering
- Flower Pot - Subsurface Scattering, Flowers - Euphoria Patches Emissive Flowers
- Jigsaw Block
- Pitcther Crop
- Chain
- Soul Sand
block.10746-10854.properties:
- Soul Soil
- Dried Kelp Blocks
- Dried Kelp Non-Full Blocks (Modded Only)
- Bamboo
- Bamboo Full Blocks
- Bamboo Non-Full Blocks
- Bamboo Stairs and Slabs
- Cherry Wood Full Blocks
- Cherry Wood Non-Full Blocks
- Cherry Wood Stairs and Slabs
- Cherry Logs
- Cherry Non-Full Logs (Modded Only)
- Torchflower
- Potted Torchflower
- Nether Fungus - Euphoria Patches Disable Interactive Foliage
- Potted nether fungus
- Calibrated Sculk Sensor Not Active
- Calibrated Sculk Sensor Active
- Oak Door Unpowered - Euphoria Patches Redstone IPBR
- Oak Door Powered - Euphoria Patches Redstone IPBR
- Spruce Door Unpowered - Euphoria Patches Redstone IPBR
- Spruce Door Powered - Euphoria Patches Redstone IPBR
- Birch Door Unpowered - Euphoria Patches Redstone IPBR
- Birch Door Powered - Euphoria Patches Redstone IPBR
- Jungle Door Unpowered - Euphoria Patches Redstone IPBR
- Jungle Door Powered - Euphoria Patches Redstone IPBR
- Acacia Door Unpowered - Euphoria Patches Redstone IPBR
- Acacia Door Powered - Euphoria Patches Redstone IPBR
- Dark Oak Door Unpowered - Euphoria Patches Redstone IPBR
- Dark Oak Door Powered - Euphoria Patches Redstone IPBR
- Mangrove Door Unpowered - Euphoria Patches Redstone IPBR
- Mangrove Door Powered - Euphoria Patches Redstone IPBR
- Crimson Door Unpowered - Euphoria Patches Redstone IPBR
- Crimson Door Powered - Euphoria Patches Redstone IPBR
- Warped Door Unpowered - Euphoria Patches Redstone IPBR
- Warped Door Powered - Euphoria Patches Redstone IPBR
- Bamboo Door Unpowered - Euphoria Patches Redstone IPBR
- Bamboo Door Powered - Euphoria Patches Redstone IPBR
- Cherry Door Unpowered - Euphoria Patches Redstone IPBR
- Cherry Door Powered - Euphoria Patches Redstone IPBR
- Brewing Stand
- Lime Concrete - Euphoria Patches Green Screen
- Blue Wool - Euphoria Patches Blue Screen
- Blue Carpet - Euphoria Patches Blue Screen
- Lime Wool - Euphoria Patches Green Screen
- Lime Carpet - Euphoria Patches Green Screen
- Blue Concrete - Euphoria Patches Euphoria Patches Blue Screen
- Crafter
- Copper Bulb - Normal And Exposed - Lit
- Copper Bulb - Normal And Exposed - Unlit
block.10856-10964.properties:
- Copper Bulb - Weathered And Oxidized - Lit
- Copper Bulb - Weathered And Oxidized - Unlit
- Copper Door Unpowered - Euphoria Patches Redstone IPBR
- Copper Door Powered - Euphoria Patches Redstone IPBR
- Copper Trapdoor Unpowered - Euphoria Patches Redstone IPBR
- Copper Trapdoor Powered - Euphoria Patches Redstone IPBR
- Trial Spawner Active
- Trial Spawner Inactive
- Trial Spawner Cooldown
- Trial Spawner Ominous Active
- Nether Vines with ACT Light
- Nether Vines without ACT Light
- Hay Bale
- Hay Non-Full Blocks (Modded Only)
- Normal Iron Door - Euphoria Patches Redstone IPBR
- Powered Iron Door - Euphoria Patches Redstone IPBR
- Unpowered Iron Trapdoor - Euphoria Patches Redstone IPBR
- Powered Iron Trapdoor - Euphoria Patches Redstone IPBR
- Normal Candles
- Red Candles
- Orange Candles
- Yellow Candles
- Lime Candles
- Green Candles
- Cyan Candles
- Light Blue Candles
- Blue Candles
- Purple Candles
- Magenta Candles
- Pink Candles
- Pale Hanging Moss - Euphoria Patches Interactive Foliage
- Moss Block
- Moss Carpet
- Pale Moss Carpet
- Pale Oak Wood Full Blocks
- Pale Oak Wood Non-Full Blocks
- Pale Oak Wood Slabs and Stairs
- Pale Oak Log Full Blocks
- Pale Oak Log Non-Full Blocks (Modded Only)
- Pale Oak Door
- Resin Full Blocks
- Resin Non-Full Blocks
- Creaking Heart Inactive 1.21.5
- Creaking Heart Active 1.21.5
- Creaking Heart Inactive 1.21.4
- Creaking Heart Active 1.21.4
- All snow layers except layer 8
- Target 0 Power
- Target Powered
- Sponge
block.10968-31020.properties:
- Wet Sponge
- Firefly Bush
- Open Eye Blossom
- Pottet Open Eye Blossom
- Copper Torch
- Copper Lantern
- Solid Blocks With No Properties
- Non-Solid Blocks With No Properties
- No Parallax Occlusion Mapping (POM)
- These IDs should only be used for light sources that dont work with the vanilla block IDs.
- These IDs add primarily colored lighting if "Advanced Colored Lighting" is enabled.
- Additionally, they add emission based on the brightness of the texture and light level when using Iris.
- To add support for the handheld item, add these Ids to 44043+ in item.properties.
- IMPORTANT: Use vanilla IDs first if they work better!!
- White Modded Light Source - Also used For Black / Gray
- Brown Modded Light Source
- Red Modded Light Source
- Orange Modded Light Source
- Yellow Modded Light Source
- Lime Modded Light Source
- Green Modded Light Source
- Cyan Modded Light Source
- Light Blue Modded Light Source
- Blue Modded Light Source
- Purple Modded Light Source
- Magenta Modded Light Source
- Pink Modded Light Source
- Declared but unused in Complementary itself
- Tinted Glass Blocks
- Tinted Glass Panes (Modded Only)
- Slime Blocks
- Honey Block
- Nether Portal
- White Stained Glass
- White Stained Glass Panes
- Orange Stained Glass
- Orange Stained Glass Panes
- Magenta Stained Glass
- Magenta Stained Glass Panes
- Light Blue Stained Glass
- Light Blue Stained Glass Panes
- Yellow Stained Glass
- Yellow Stained Glass Panes
- Lime Stained Glass
- Lime Stained Glass Panes
- Pink Stained Glass
- Pink Stained Glass Panes
- Gray Stained Glass
- Gray Stained Glass Panes
- Light Gray Stained Glass
- Light Gray Stained Glass Panes
- Cyan Stained Glass
- Cyan Stained Glass Panes
- Purple Stained Glass
block.31021-32016.properties:
- Purple Stained Glass Panes
- Blue Stained Glass
- Blue Stained Glass Panes
- Brown Stained Glass
- Brown Stained Glass Panes
- Green Stained Glass
- Green Stained Glass Panes
- Red Stained Glass
- Red Stained Glass Panes
- Black Stained Glass
- Use if your glass is multi-colored, black will preserve the lighting through the glass texture.
- Black Stained Glass Panes
- Water
- Ice
- Glass
- Glass Without ACL Connected Glass
- Glass Pane
- Glass Pane Without ACL Connected Glass
- Beacon
@@ -1,85 +0,0 @@
### Last updated: February 10, 2026, 11:05 UTC
# Copyright (c) 2026 SpacEagle17 Licensed under the MIT License: https://opensource.org/licenses/MIT
#
# ███████╗██╗ ██╗ ██████╗██╗ ██╗ ██╗███████╗██╗██╗ ██╗███████╗ ████████╗ ██████╗ ███████╗██╗ ██╗██████╗ ██╗ ██╗ ██████╗ ██████╗ ██╗ █████╗ ██████╗ █████╗ ████████╗ ██████╗██╗ ██╗███████╗███████╗
# ██╔════╝╚██╗██╔╝██╔════╝██║ ██║ ██║██╔════╝██║██║ ██║██╔════╝ ╚══██╔══╝██╔═══██╗ ██╔════╝██║ ██║██╔══██╗██║ ██║██╔═══██╗██╔══██╗██║██╔══██╗ ██╔══██╗██╔══██╗╚══██╔══╝██╔════╝██║ ██║██╔════╝██╔════╝
# █████╗ ╚███╔╝ ██║ ██║ ██║ ██║███████╗██║██║ ██║█████╗ ██║ ██║ ██║ █████╗ ██║ ██║██████╔╝███████║██║ ██║██████╔╝██║███████║ ██████╔╝███████║ ██║ ██║ ███████║█████╗ ███████╗
# ██╔══╝ ██╔██╗ ██║ ██║ ██║ ██║╚════██║██║╚██╗ ██╔╝██╔══╝ ██║ ██║ ██║ ██╔══╝ ██║ ██║██╔═══╝ ██╔══██║██║ ██║██╔══██╗██║██╔══██║ ██╔═══╝ ██╔══██║ ██║ ██║ ██╔══██║██╔══╝ ╚════██║
# ███████╗██╔╝ ██╗╚██████╗███████╗╚██████╔╝███████║██║ ╚████╔╝ ███████╗ ██║ ╚██████╔╝ ███████╗╚██████╔╝██║ ██║ ██║╚██████╔╝██║ ██║██║██║ ██║ ██║ ██║ ██║ ██║ ╚██████╗██║ ██║███████╗███████║
# ╚══════╝╚═╝ ╚═╝ ╚═════╝╚══════╝ ╚═════╝ ╚══════╝╚═╝ ╚═══╝ ╚══════╝ ╚═╝ ╚═════╝ ╚══════╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚═╝╚═╝╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═════╝╚═╝ ╚═╝╚══════╝╚══════╝
#
# This block.properties file is exclusive to Euphoria Patches - Not Compatible with normal Complementary Shaders
# Version 28 - Every time a vanilla block changes, this number will go up. Modded blocks don't affect the version number
# Last Change: more r5.6 moving around
#---------------------------------------------------------------------------------------------------------------------
#
##### IMPORTANT! WHERE TO CONTRIBUTE: #####
# If you want to contribute to the Euphoria Patches modded support library,
# Please ONLY edit the files from GitHub. https://euphoriapatches.com/properties
# See timestamp at the top of the file to ensure the latest version
# PLEASE make sure to also update the addedMods.md file on GitHub to keep the documentation updated
#
#---------------------------------------------------------------------------------------------------------------------
# Hello! Welcome to the Euphoria Patches block library made by the community. Shaders use these IDs to perform block-specific effects.
#
# block.10003: Flowers
# block.10009: Leaves
# block.10005: Foliage
# block.10024: Modded Ores (shader will do its best to detect ore-pixels if "Enable Glowing Ores" setting is on)
# block.10026: Same as 10024 but Netherrack
# block.10028: Same as 10024 but Endstone
# block.20000: No Parallax Occlusion Mapping
#
#---------------------------------------------------------------------------------------------------------------------
#
# IMPORTANT:
# Even-numbered IDs are considered solid for Colored Lighting
# Please place solid blocks ONLY under even IDs and non-solid only under odd IDs! Otherwise, it will look wrong with ACT turned on
# Even IDs prevent ACT light from leaking through, just like one would imagine it would work for full solid blocks
# EXCEPTION: Light Sources can also go to full block IDs
# Is a block you've defined not working like you think it should? See end of file for block render layer explanation.
#
#----------------------------------------------------------------------
#
# ID Info:
# * Note that odd-numbered terrain IDs are considered non-solid for Colored Lighting
# 5XXX - Block Entities
# 1XXXX - Terrain
# 2XXXX - Random stuff
# 21XXX - Modded Light Sources
# 3XXXX - Translucent
# * 31XXX - Translucents with advanced colored light tinting
# * 32XXX - Translucents with alternative shadow calculation
# 4XXXX - Items (see item.properties)
# * 44XXX - Items for colored handheld lighting
# * 45XXX - Items for other Iris exclusive features
# 5XXXX - Entities (see entity.properties)
#
#---------------------------------------------------------------------------------------------------------------------
#
#### Template for Modded Blocks: ####
#
# # Description of the block ID
# block.XXXXX = vanillaId1 vanillaId2 vanillaId3 ... \
# tags_name1 tags_name2 tags_name3 ... \
# \
# modName1:modId1 modName1:modId2 modName1:modId3 ... \
# \
# modName2:modId1 modName2:modId2 modName2:modId3 ... \
# ...
# lastModInThisIDName:modId1 lastModInThisIDName:modId2 lastModInThisIDName:modId3
# # Description of the Next block ID
# block.YYYYY = ...
# ...
# - The last line of a block.XXXXX does not have a "\"
# - XXXXX and YYYYY are placeholders for the actual numbers
# --- IDs should be grouped by mods, for every new mod it should be added in a new line using "\" ---
##### --------------------------------------------------------------------------------------------------------------------- #####
##### --------------------------------------------------------------------------------------------------------------------- #####
##### --------------------------------------------------------------------------------------------------------------------- #####
@@ -1,66 +0,0 @@
### Last updated: February 10, 2026, 11:54 UTC
# Copyright (c) 2026 SpacEagle17 Licensed under the MIT License: https://opensource.org/licenses/MIT
# ██████╗ ███████╗███╗ ██╗██████╗ ███████╗██████╗ ██╗ █████╗ ██╗ ██╗███████╗██████╗ ███████╗
# ██╔══██╗██╔════╝████╗ ██║██╔══██╗██╔════╝██╔══██╗ ██║ ██╔══██╗╚██╗ ██╔╝██╔════╝██╔══██╗██╔════╝
# ██████╔╝█████╗ ██╔██╗ ██║██║ ██║█████╗ ██████╔╝ ██║ ███████║ ╚████╔╝ █████╗ ██████╔╝███████╗
# ██╔══██╗██╔══╝ ██║╚██╗██║██║ ██║██╔══╝ ██╔══██╗ ██║ ██╔══██║ ╚██╔╝ ██╔══╝ ██╔══██╗╚════██║
# ██║ ██║███████╗██║ ╚████║██████╔╝███████╗██║ ██║ ███████╗██║ ██║ ██║ ███████╗██║ ██║███████║
# ╚═╝ ╚═╝╚══════╝╚═╝ ╚═══╝╚═════╝ ╚══════╝╚═╝ ╚═╝ ╚══════╝╚═╝ ╚═╝ ╚═╝ ╚══════╝╚═╝ ╚═╝╚══════╝
# Blocks use what's called render layers. This tells the game how exactly to render a block, for example:
#
# Solid is best used for blocks with no alpha channel in its texture (i.e. stone and oak planks).
# Cutout is best used for blocks with an alpha channel in its texture (i.e. saplings and foliage).
# Cutout Mipped is best used for blocks with has an alpha channel and requires mipmaps. (i.e. leaves).
# Translucent is best used for blocks that requires special handling to accurately handle transparency effects (i.e. stained glass and ice).
#
# Solid: no alpha, mipmaps, no blending
# Cutout: alpha, no mipmaps, no blending
# Cutout Mipped: alpha, mipmaps, no blending
# Translucent: alpha, mipmaps, blending
#
# We can override the default render layer a block uses by defining them down below:
# Use the exclusive define only available with the Euphoria Patcher mod as layers can break on oculus
#if defined EUPHORIA_PATCHES_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 200000010
layer.solid = improved_damage:enchanter improved_damage:chipped_enchanter improved_damage:damaged_enchanter improved_damage:broken_enchanter
# Cutout Mipped is gone on 1.21.11, cutout instead always has mipmaps
#if MC_VERSION < 12111
layer.cutout =
layer.cutout_mipped = createdeco:andesite_catwalk createdeco:andesite_catwalk_railing createdeco:andesite_catwalk_stairs createdeco:andesite_mesh_fence createdeco:andesite_support createdeco:andesite_support_wedge createdeco:brass_catwalk createdeco:brass_catwalk_railing createdeco:brass_catwalk_stairs createdeco:brass_mesh_fence createdeco:brass_support createdeco:brass_support_wedge createdeco:copper_catwalk createdeco:copper_catwalk_railing createdeco:copper_catwalk_stairs createdeco:copper_mesh_fence createdeco:copper_support createdeco:copper_support_wedge createdeco:industrial_iron_catwalk createdeco:industrial_iron_catwalk_railing createdeco:industrial_iron_catwalk_stairs createdeco:industrial_iron_mesh_fence createdeco:industrial_iron_support createdeco:industrial_iron_support_wedge createdeco:iron_catwalk createdeco:iron_catwalk_railing createdeco:iron_catwalk_stairs createdeco:iron_mesh_fence createdeco:iron_support createdeco:iron_support_wedge createdeco:zinc_catwalk createdeco:zinc_catwalk_railing createdeco:zinc_catwalk_stairs createdeco:zinc_mesh_fence createdeco:zinc_support createdeco:zinc_support_wedge
#else
layer.cutout = createdeco:andesite_catwalk createdeco:andesite_catwalk_railing createdeco:andesite_catwalk_stairs createdeco:andesite_mesh_fence createdeco:andesite_support createdeco:andesite_support_wedge createdeco:brass_catwalk createdeco:brass_catwalk_railing createdeco:brass_catwalk_stairs createdeco:brass_mesh_fence createdeco:brass_support createdeco:brass_support_wedge createdeco:copper_catwalk createdeco:copper_catwalk_railing createdeco:copper_catwalk_stairs createdeco:copper_mesh_fence createdeco:copper_support createdeco:copper_support_wedge createdeco:industrial_iron_catwalk createdeco:industrial_iron_catwalk_railing createdeco:industrial_iron_catwalk_stairs createdeco:industrial_iron_mesh_fence createdeco:industrial_iron_support createdeco:industrial_iron_support_wedge createdeco:iron_catwalk createdeco:iron_catwalk_railing createdeco:iron_catwalk_stairs createdeco:iron_mesh_fence createdeco:iron_support createdeco:iron_support_wedge createdeco:zinc_catwalk createdeco:zinc_catwalk_railing createdeco:zinc_catwalk_stairs createdeco:zinc_mesh_fence createdeco:zinc_support createdeco:zinc_support_wedge
#endif
#endif
#if defined EUPHORIA_PATCHES_IRIS || defined EUPHORIA_PATCHES_OCULUS && EUPHORIA_PATCHES_OCULUS_VERSION > 10700 || defined IS_ANGELICA && ANGELICA_VERSION >= 200000010
# It breaks on oculus before 1.8.0
layer.translucent = glass glass_pane beacon \
\
betternether:cincinnasite_frame \
\
create:framed_glass_door create:framed_glass_pane create:framed_glass_trapdoor create:horizontal_framed_glass_pane create:tiled_glass_pane create:vertical_framed_glass_pane create:tiled_glass create:horizontal_framed_glass create:framed_glass create:vertical_framed_glass create:acacia_window create:acacia_window_pane create:bamboo_window create:bamboo_window_pane create:cherry_window create:cherry_window_pane create:crimson_window create:crimson_window_pane create:dark_oak_window create:dark_oak_window_pane create:industrial_iron_window create:industrial_iron_window_pane create:jungle_window create:jungle_window_pane create:mangrove_window create:mangrove_window_pane create:oak_window create:oak_window_pane create:ornate_iron_window create:ornate_iron_window_pane create:spruce_window create:spruce_window_pane create:warped_window create:warped_window_pane \
\
createframed:andesite_alloy_window createframed:andesite_alloy_window_pane createframed:brass_window createframed:brass_window_pane createframed:cardboard_window createframed:cardboard_window_pane createframed:copper_window createframed:copper_window_pane createframed:zinc_window createframed:zinc_window_pane \
\
missingwilds:jar \
\
diagonalwindows:blockus/beveled_glass_pane diagonalwindows:createframed/andesite_alloy_window_pane diagonalwindows:createframed/andesite_alloy_window_panew diagonalwindows:createframed/black_cardboard_window_pane diagonalwindows:createframed/cardboard_window_pane diagonalwindows:minecraft/glass_pane \
\
lotr:tile.glass lotr:tile.glassPane lotr:tile.glassBottle lotr:tile.wineGlass lotr:tile.butterflyJar \
\
tfc:poured_glass
#else
# No Modded blocks can be defined here.
layer.translucent = glass glass_pane beacon
#endif
@@ -1,130 +0,0 @@
### Last updated: February 10, 2026, 11:54 UTC
# Copyright (c) 2026 SpacEagle17 Licensed under the MIT License: https://opensource.org/licenses/MIT
# ████████╗ █████╗ ██████╗ ███████╗
# ╚══██╔══╝██╔══██╗██╔════╝ ██╔════╝
# ██║ ███████║██║ ███╗███████╗
# ██║ ██╔══██║██║ ██║╚════██║
# ██║ ██║ ██║╚██████╔╝███████║
# ╚═╝ ╚═╝ ╚═╝ ╚═════╝ ╚══════╝
# These are tags working on Iris 1.8+
# Please don't change anything in here or related to tags if you don't know what you are doing. Thank you :)
#if IRIS_TAG_SUPPORT > 1
#define tags_small_flowers %small_flowers
#define tags_small_plants %crops %saplings
#define tags_leaves %leaves
#define tags_stone_bricks %stone_bricks
#define tags_anvil %anvil
#define tags_rails %rails
#define tags_cauldrons %cauldrons
#define tags_fire %fire
#define tags_stone %coal_ores %base_stone_overworld
#define tags_redstone_stone_blocks %stone_buttons %stone_pressure_plates
#define tags_mycelium %mooshrooms_spawnable_on
#define tags_dirt %dirt
#define tags_nylium %nylium
#define tags_wart_blocks %wart_blocks
#define tags_moss_block %sniffer_egg_hatch_boost
#define tags_bookshelf %enchantment_power_provider
#define tags_wood_non_full_blocks %fence_gates %wooden_fences %wooden_buttons %wooden_pressure_plates %wooden_slabs %wooden_stairs %wooden_trapdoors
#define tags_oak_logs %oak_logs
#define tags_spruce_logs %spruce_logs
#define tags_birch_logs %birch_logs
#define tags_jungle_logs %jungle_logs
#define tags_acacia_logs %acacia_logs
#define tags_dark_oak_logs %dark_oak_logs
#define tags_mangrove_logs %mangrove_logs
#define tags_crimson_stems %crimson_stems
#define tags_warped_stems %warped_stems
#define tags_sand %sand
#define tags_iron_ores %iron_ores
#define tags_copper_ores %copper_ores
#define tags_gold_ores %gold_ores
#define tags_diamond_ores %diamond_ores
#define tags_amethyst_blocks %crystal_sound_blocks
#define tags_emerald_ores %emerald_ores
#define tags_lapis_ores %lapis_ores
#define tags_snow %snow
#define tags_ice %ice
#define tags_transparent_ice %polar_bears_spawnable_on_alternate
#define tags_terracotta %terracotta
#define tags_concrete_powder %concrete_powder
#define tags_coral_blocks %coral_blocks
#define tags_coral_fans %corals %coral_plants %wall_corals
#define tags_candles %candles %candle_cakes
#define tags_redstone_ores %redstone_ores
#define tags_campfires %campfires
#define tags_wool %wool
#define tags_wool_carpets %wool_carpets
#define tags_beehives %beehives
#define tags_flower_pots %flower_pots
#define tags_soul_sand_blocks %soul_fire_base_blocks
#define tags_bamboo_blocks %bamboo_blocks
#define tags_cherry_logs %cherry_logs
#define tags_wooden_doors %wooden_doors
#define tags_signs %all_signs
#define tags_block_entities %shulker_boxes %banners
#define tags_end_portal_blocks %invalid_spawn_inside
##### MODDED TAGS #####
# Add tags from mods where appropriate here.
# Please keeps tags from specific mods in their own sections
# Chisels And Bits
#define tags_chiselsandbits_chisel %chiselsandbits:chiseled/block
# Dimensional Doors
#define tags_dimdoors_ag_door %dimdoors:ag_door
# Every Compat
#define tags_everycomp_tfc_acacia %tfc:wood_type/acacia
#define tags_everycomp_tfc_ash %tfc:wood_type/ash
#define tags_everycomp_tfc_aspen %tfc:wood_type/aspen
#define tags_everycomp_tfc_birch %tfc:wood_type/birch
#define tags_everycomp_tfc_blackwood %tfc:wood_type/blackwood
#define tags_everycomp_tfc_chestnut %tfc:wood_type/chestnut
#define tags_everycomp_tfc_douglas_fir %tfc:wood_type/douglas_fir
#define tags_everycomp_tfc_hickory %tfc:wood_type/hickory
#define tags_everycomp_tfc_kapok %tfc:wood_type/kapok
#define tags_everycomp_tfc_mangrove %tfc:wood_type/mangrove
#define tags_everycomp_tfc_maple %tfc:wood_type/maple
#define tags_everycomp_tfc_oak %tfc:wood_type/oak
#define tags_everycomp_tfc_palm %tfc:wood_type/palm
#define tags_everycomp_tfc_pine %tfc:wood_type/pine
#define tags_everycomp_tfc_rosewood %tfc:wood_type/rosewood
#define tags_everycomp_tfc_sequoia %tfc:wood_type/sequoia
#define tags_everycomp_tfc_spruce %tfc:wood_type/spruce
#define tags_everycomp_tfc_sycamore %tfc:wood_type/sycamore
#define tags_everycomp_tfc_white_cedar %tfc:wood_type/white_cedar
#define tags_everycomp_tfc_willow %tfc:wood_type/willow
#define tags_everycomp_ch_tfc_acacia_planks %everycomp:ch/tfc/acacia_planks
#define tags_everycomp_ch_tfc_ash_planks %everycomp:ch/tfc/ash_planks
#define tags_everycomp_ch_tfc_aspen_planks %everycomp:ch/tfc/aspen_planks
#define tags_everycomp_ch_tfc_birch_planks %everycomp:ch/tfc/birch_planks
#define tags_everycomp_ch_tfc_blackwood_planks %everycomp:ch/tfc/blackwood_planks
#define tags_everycomp_ch_tfc_chestnut_planks %everycomp:ch/tfc/chestnut_planks
#define tags_everycomp_ch_tfc_douglas_fir_planks %everycomp:ch/tfc/douglas_fir_planks
#define tags_everycomp_ch_tfc_hickory_planks %everycomp:ch/tfc/hickory_planks
#define tags_everycomp_ch_tfc_kapok_planks %everycomp:ch/tfc/kapok_planks
#define tags_everycomp_ch_tfc_mangrove_planks %everycomp:ch/tfc/mangrove_planks
#define tags_everycomp_ch_tfc_maple_planks %everycomp:ch/tfc/maple_planks
#define tags_everycomp_ch_tfc_oak_planks %everycomp:ch/tfc/oak_planks
#define tags_everycomp_ch_tfc_palm_planks %everycomp:ch/tfc/palm_planks
#define tags_everycomp_ch_tfc_pine_planks %everycomp:ch/tfc/pine_planks
#define tags_everycomp_ch_tfc_rosewood_planks %everycomp:ch/tfc/rosewood_planks
#define tags_everycomp_ch_tfc_sequoia_planks %everycomp:ch/tfc/sequoia_planks
#define tags_everycomp_ch_tfc_spruce_planks %everycomp:ch/tfc/spruce_planks
#define tags_everycomp_ch_tfc_sycamore_planks %everycomp:ch/tfc/sycamore_planks
#define tags_everycomp_ch_tfc_white_cedar_planks %everycomp:ch/tfc/white_cedar_planks
#define tags_everycomp_ch_tfc_willow_planks %everycomp:ch/tfc/willow_planks
# Immersive Weathering
#define tags_immersive_weathering_leaf_piles %immersive_weathering:leaf_piles
# NeoForge
# tags_neoforge_glass %neoforge:glass
# tags_neoforge_glass_panes %neoforge:glass_pane
#endif
@@ -1,30 +0,0 @@
blend.clrwl_gbuffers.colortex6=off
blend.clrwl_gbuffers_translucent.colortex6=off
blend.clrwl_gbuffers_translucent.colortex4=off
blend.clrwl_gbuffers_translucent.colortex8=off
#if ENTITY_SHADOW == -1
shadow.enabled = false
#endif
oit = true
oit.gbuffers.coefficientRanks = 3,3
oit.gbuffers.colortex0 = 0
oit.gbuffers.colortex3 = 1
oit.gbuffers.colortex6 = frontmost
oit.gbuffers.colortex6.format = RGBA8
oit.gbuffers.colortex4 = frontmost
oit.gbuffers.colortex4.format = RGBA8_SNORM
oit.gbuffers.colortex8 = frontmost
oit.gbuffers.colortex8.format = RGBA16F
oit.gbuffers.colortex9 = frontmost
oit.gbuffers.colortex9.format = RGBA16F
oit.shadow.shadowcolor0 = frontmost
oit.shadow.shadowcolor0.format = RGBA8
oit.shadow.shadowcolor1 = frontmost
oit.shadow.shadowcolor1.format = RGBA8
@@ -1,82 +0,0 @@
### Last updated: February 05, 2026, 11:02 UTC
# Copyright (c) 2026 SpacEagle17 Licensed under the MIT License: https://opensource.org/licenses/MIT
#---------------------------------------------------------------------------------------------------------------------
##### IMPORTANT! WHERE TO CONTRIBUTE: #####
# If you want to contribute to the Euphoria Patches modded support library, please only edit the files from GitHub. https://euphoriapatches.com/properties
#
#---------------------------------------------------------------------------------------------------------------------
#### Template for Dimensions: ####
#
# dimension.world-1 = vanillaId1 vanillaId2 \
# \
# modName1:modId1 modName1:modId2 modName1:modId3 ... \
# \
# modName2:modId1 modName2:modId2 modName2:modId3 ... \
#
# dimension.world1 = ...
# ...
#
# IDs should be grouped by mods, for every new mod it should be added in a new line using "\"
#---------------------------------------------------------------------------------------------------------------------
# ██╗███████╗ ██╗ ██████╗ ██╗ ██╗███████╗██████╗ ███████╗
# ███║╚════██║███║██╔═████╗ ██╗ ██║ ██║██╔════╝██╔══██╗██╔════╝
# ╚██║ ██╔╝╚██║██║██╔██║██████╗ ███████║█████╗ ██████╔╝█████╗
# ██║ ██╔╝ ██║████╔╝██║╚═██╔═╝ ██╔══██║██╔══╝ ██╔══██╗██╔══╝
# ██║██╗██║██╗██║╚██████╔╝ ╚═╝ ██║ ██║███████╗██║ ██║███████╗
# ╚═╝╚═╝╚═╝╚═╝╚═╝ ╚═════╝ ╚═╝ ╚═╝╚══════╝╚═╝ ╚═╝╚══════╝
# 1.8.0 And Above Mapping:
#if MC_VERSION > 10710
# Overworld - All unknown dimensions are considered as Overworld because of the * wildcard
dimension.world0=*
# Nether
dimension.world-1=minecraft:the_nether minecraft:nether minecraft:world-1_the_nether \
\
ad_astra:venus ad_astra:mercury \
\
prominent:vaaz_volcano prominent:cinderstone_depths prominent:vaaz_past prominent:vaaz_present prominent:vaaz_assault
# End
dimension.world1=minecraft:the_end minecraft:end minecraft:world1_the_end minecraft:world_the_end \
\
ad_astra:venus_orbit ad_astra:mercury_orbit ad_astra:mars_orbit ad_astra:moon_orbit ad_astra:glacio_orbit ad_astra:earth_orbit ad_astra:moon \
\
minecraft:thermalpoint \
\
minecraft:tw_end minecraft:fw_end minecraft:za_the_end \
\
the_deeper_void:void_dimension \
\
bestest:hyperspace_lumiose bestest:hyperspace_sewers
# ██╗███████╗ ██╗ ██████╗ ██╗ ██╗███████╗██████╗ ███████╗
# ███║╚════██║███║██╔═████╗ ██║ ██║██╔════╝██╔══██╗██╔════╝
# ╚██║ ██╔╝╚██║██║██╔██║ ███████║█████╗ ██████╔╝█████╗
# ██║ ██╔╝ ██║████╔╝██║ ██╔══██║██╔══╝ ██╔══██╗██╔══╝
# ██║██╗██║██╗██║╚██████╔╝ ██║ ██║███████╗██║ ██║███████╗
# ╚═╝╚═╝╚═╝╚═╝╚═╝ ╚═════╝ ╚═╝ ╚═╝╚══════╝╚═╝ ╚═╝╚══════╝
# 1.7.10 And Below Mapping (Cap Sensitive!):
#else
# Overworld - All unknown dimensions are considered as Overworld because of the * wildcard
dimension.world0=*
# Nether
dimension.world-1=Nether minecraft:Nether minecraft:the_nether minecraft:nether minecraft:world-1_the_nether
# End
dimension.world1="The End" minecraft:the_end minecraft:end minecraft:world1_the_end minecraft:world_the_end \
\
Utumno
#endif
@@ -1,413 +0,0 @@
### Last updated: January 31, 2026, 19:36 UTC
# Copyright (c) 2026 SpacEagle17 Licensed under the MIT License: https://opensource.org/licenses/MIT
#---------------------------------------------------------------------------------------------------------------------
# Version 2 - Every time a vanilla block changes this number will go up, modded blocks don't affect the version number
# Last Change: 1.21.9 stuff
#---------------------------------------------------------------------------------------------------------------------
#
##### IMPORTANT! WHERE TO CONTRIBUTE: #####
# If you want to contribute to the Euphoria Patches modded support library, please only edit the files from GitHub. https://euphoriapatches.com/properties
#
#---------------------------------------------------------------------------------------------------------------------
#### Template for Modded Entities: ####
#
# # Description of the Entity ID
# entity.XXXXX = vanillaId1 vanillaId2 vanillaId3 ... \
# \
# modName1:modId1 modName1:modId2 modName1:modId3 ... \
# \
# modName2:modId1 modName2:modId2 modName2:modId3 ... \
# ...
# lastModInThisIDName:modId1 lastModInThisIDName:modId2 lastModInThisIDName:modId3
# # Description of the Next Entity ID
# entity.YYYYY = ...
# ...
# - The last line of a entity.XXXX does not have a "\"
# --- IDs should be grouped by mods, for every new mod it should be added in a new line using "\" ---
#---------------------------------------------------------------------------------------------------------------------
# ██╗ ██╗ ██╗ ██╗ ██╗███████╗██████╗ ███████╗
# ███║ ███║███║ ██╗ ██║ ██║██╔════╝██╔══██╗██╔════╝
# ╚██║ ╚██║╚██║██████╗ ███████║█████╗ ██████╔╝█████╗
# ██║ ██║ ██║╚═██╔═╝ ██╔══██║██╔══╝ ██╔══██╗██╔══╝
# ██║██╗██║ ██║ ╚═╝ ██║ ██║███████╗██║ ██║███████╗
# ╚═╝╚═╝╚═╝ ╚═╝ ╚═╝ ╚═╝╚══════╝╚═╝ ╚═╝╚══════╝
# 1.11 And Above Mapping:
#if MC_VERSION >= 11100
# End Crystal
entity.50000 = end_crystal
# Lightning Bolt
entity.50004 = lightning_bolt \
\
ars_nouveau:an_lightning
# Item Frames
entity.50008 = item_frame glow_item_frame \
\
tconstruct:fancy_item_frame
# Iron Golem
entity.50012 = iron_golem \
\
ad_astra:lander ad_astra:tier_1_rocket ad_astra:tier_2_rocket ad_astra:tier_3_rocket ad_astra:tier_4_rocket \
\
ars_nouveau:amethyst_golem ars_nouveau:familiar_amethyst_golem \
\
born_in_chaos_v1:door_knight born_in_chaos_v1:door_knight_not_despawn born_in_chaos_v1:fallen_chaos_knight \
\
createbigcannons:ap_autocannon createbigcannons:ap_shell createbigcannons:ap_shot createbigcannons:cannon_carriage createbigcannons:flak_autocannon createbigcannons:fluid_shell createbigcannons:he_shell createbigcannons:shot createbigcannons:shrapnel_shell createbigcannons:smoke_shell \
\
grapplemod:grapplehook \
\
iceandfire:chain_tie iceandfire:hippocampus iceandfire:ice_dragon_charge iceandfire:sea_serpent \
\
illagerinvasion:hatchet \
\
man_of_many_planes:scarlet_biplane \
\
securitycraft:bouncingbetty securitycraft:bullet securitycraft:security_sea_boat securitycraft:securitycamera securitycraft:sentry \
\
yungscavebiomes:ice_cube
# Armor Stand
entity.50015 = armor_stand
# Other Players
entity.50016 = player mannequin
# Current Player
entity.50017 = current_player
# Blaze
entity.50020 = blaze \
\
adventurez:blaze_guardian adventurez:blaze_guardian_shield \
\
aquamirae:golden_moth \
\
betternether:hydrogen_jellyfish \
\
burnt:fire_devil
# Creeper
entity.50024 = creeper \
\
ad_astra:sulfur_creeper \
\
enderzoology:concussion_creeper
# Drowned
entity.50028 = drowned
# Gaurdian
entity.50032 = guardian
# Elder Guardian
entity.50036 = elder_guardian
# Endermite
entity.50040 = endermite
# Ghast
entity.50044 = ghast \
\
enderzoology:dire_wolf enderzoology:wither_witch
# Glow Squid
entity.50048 = glow_squid \
\
betterend:cubozoa \
\
betternether:firefly \
\
bosses_of_mass_destruction:comet bosses_of_mass_destruction:lich
# Magma Cube
entity.50052 = magma_cube \
\
iceandfire:fire_dragon_charge \
\
illagerinvasion:flying_magma \
\
wilderwild:scorched
# Stray
entity.50056 = stray
# Vex
entity.50060 = vex \
\
ad_astra:ice_spit \
\
adventurez:amethyst_shard adventurez:void_shade adventurez:void_shard \
\
ars_nouveau:ally_vex \
\
born_in_chaos_v1:phantom_creeper born_in_chaos_v1:phantom_creeper_copy born_in_chaos_v1:restless_spirit born_in_chaos_v1:scarlet_persecutor \
\
bosses_of_mass_destruction:blue_fireball bosses_of_mass_destruction:gauntlet \
\
iceandfire:lightning_dragon_charge \
\
illagerinvasion:skull_bolt \
\
tconstruct:crystalshot tconstruct:glow_ball
# Witch
entity.50064 = witch
# Withers
entity.50068 = wither wither_skull \
\
betternether:naga \
\
born_in_chaos_v1:lifestealer born_in_chaos_v1:lifestealer_true_form
# Experience Orbs
entity.50072 = experience_orb \
\
adventurez:void_bullet \
\
create_enchantment_industry:hyper_experience_orb \
\
dimdoors:monolith \
\
drg_flares:drg_flare \
\
levelz:level_experience_orb
# Boats
entity.50076 = boat oak_boat spruce_boat birch_boat jungle_boat acacia_boat dark_oak_boat mangrove_boat cherry_boat pale_oak_boat chest_boat oak_chest_boat spruce_chest_boat birch_chest_boat jungle_chest_boat acacia_chest_boat dark_oak_chest_boat mangrove_chest_boat cherry_chest_boat pale_oak_chest_boat \
\
ecologics:boat ecologics:chest_boat \
\
fixedminecraft:azalea_boat fixedminecraft:azalea_chest_boat \
\
nekomasfixed:big_acacia_boat nekomasfixed:big_bamboo_boat nekomasfixed:big_birch_boat nekomasfixed:big_cherry_boat nekomasfixed:big_dark_oak_boat nekomasfixed:big_jungle_boat nekomasfixed:big_mangrove_boat nekomasfixed:big_oak_boat nekomasfixed:big_pale_oak_boat nekomasfixed:big_spruce_boat nekomasfixed:fake_boat nekomasfixed:huge_acacia_boat nekomasfixed:huge_bamboo_boat nekomasfixed:huge_birch_boat nekomasfixed:huge_cherry_boat nekomasfixed:huge_dark_oak_boat nekomasfixed:huge_jungle_boat nekomasfixed:huge_mangrove_boat nekomasfixed:huge_oak_boat nekomasfixed:huge_pale_oak_boat nekomasfixed:huge_spruce_boat \
\
terraform:boat terraform:chest_boat \
\
tfc:wood/boat/acacia tfc:wood/boat/ash tfc:wood/boat/aspen tfc:wood/boat/birch tfc:wood/boat/blackwood tfc:wood/boat/chestnut tfc:wood/boat/douglas_fir tfc:wood/boat/hickory tfc:wood/boat/kapok tfc:wood/boat/mangrove tfc:wood/boat/maple tfc:wood/boat/oak tfc:wood/boat/palm tfc:wood/boat/pine tfc:wood/boat/rosewood tfc:wood/boat/sequoia tfc:wood/boat/spruce tfc:wood/boat/sycamore tfc:wood/boat/white_cedar tfc:wood/boat/willow tfc:wood/chest_boat/acacia tfc:wood/chest_boat/ash tfc:wood/chest_boat/aspen tfc:wood/chest_boat/birch tfc:wood/chest_boat/blackwood tfc:wood/chest_boat/chestnut tfc:wood/chest_boat/douglas_fir tfc:wood/chest_boat/hickory tfc:wood/chest_boat/kapok tfc:wood/chest_boat/mangrove tfc:wood/chest_boat/maple tfc:wood/chest_boat/oak tfc:wood/chest_boat/palm tfc:wood/chest_boat/pine tfc:wood/chest_boat/rosewood tfc:wood/chest_boat/sequoia tfc:wood/chest_boat/spruce tfc:wood/chest_boat/sycamore tfc:wood/chest_boat/white_cedar tfc:wood/chest_boat/willow \
\
wilderwild:baobab_boat wilderwild:baobab_chest_boat wilderwild:boat wilderwild:chest_boat wilderwild:cypress_boat wilderwild:cypress_chest_boat wilderwild:maple_boat wilderwild:maple_chest_boat wilderwild:palm_boat wilderwild:palm_chest_boat
# Allay
entity.50080 = allay \
\
adventurez:amethyst_golem adventurez:blackstone_golem adventurez:nightmare adventurez:soul_reaper adventurez:the_eye adventurez:tiny_eye \
\
betterend:dragonfly betterend:end_fish \
\
born_in_chaos_v1:felsteed born_in_chaos_v1:intoxicatind_bomb_projectile born_in_chaos_v1:lord_pumpkinhead born_in_chaos_v1:lord_pumpkinhead_head born_in_chaos_v1:lord_pumpkinhead_withouta_horse born_in_chaos_v1:lord_the_headless born_in_chaos_v1:lords_felsteed born_in_chaos_v1:missionary_charge born_in_chaos_v1:mr_pumpkin born_in_chaos_v1:mr_pumpkin_controlled born_in_chaos_v1:nightmare_stalker born_in_chaos_v1:phantom_bomb_entity born_in_chaos_v1:phantom_bomb_projectile born_in_chaos_v1:pumpkin_bomb born_in_chaos_v1:pumpkin_pistol_2_projectile born_in_chaos_v1:pumpkin_pistol_projectile born_in_chaos_v1:pumpkin_staff_2_projectile born_in_chaos_v1:pumpkin_staff_projectile born_in_chaos_v1:pumpkinhead born_in_chaos_v1:riding_felsteed born_in_chaos_v1:riding_lords_felsteed born_in_chaos_v1:seared_spirit born_in_chaos_v1:seared_spirit_not_despawn born_in_chaos_v1:senor_pumpkin born_in_chaos_v1:sir_pumpkinhead born_in_chaos_v1:sir_pumpkinhead_without_horse born_in_chaos_v1:sir_the_headless born_in_chaos_v1:staffof_blindness_projectile born_in_chaos_v1:stimulating_bombprojectile \
\
create_enchantment_industry:hyper_experience_bottle \
\
iceandfire:pixie \
\
immersive_aircraft:bullet \
\
ore_creeper:coal_creeper ore_creeper:copper_creeper ore_creeper:diamond_creeper ore_creeper:emerald_creeper ore_creeper:gold_creeper ore_creeper:iron_creeper ore_creeper:lapis_lazuli_creeper ore_creeper:nether_gold_creeper ore_creeper:nether_quartz_creeper ore_creeper:redstone_creeper \
\
supplementaries:bomb \
\
tfc:glow_arrow
# Slimes and Chickens
entity.50084 = slime chicken \
\
betterend:end_slime \
\
tconstruct:earth_slime tconstruct:ender_slime tconstruct:sky_slime tconstruct:terracube
# Entity Fire
entity.50088 = entity_flame
# Fire Balls
entity.50089 = fireball dragon_fireball small_fireball \
\
securitycraft:imsbomb
# Trident
entity.50092 = trident \
\
iceandfire:tide_trident
# Minecarts
entity.50096 = minecart chest_minecart command_block_minecart furnace_minecart hopper_minecart spawner_minecart tnt_minecart \
\
fixedminecraft:dispenser_minecart \
\
lootr:lootr_minecart \
\
railways:benchcart railways:conductor railways:jukeboxcart \
\
supplementaries:dispenser_minecart \
\
tfc:chest_minecart tfc:holding_minecart
# Bogged
entity.50100 = bogged
# Piglins and Hoglins
entity.50104 = piglin piglin_brute zombified_piglin hoglin zoglin
entity.50108 = creaking \
\
enderzoology:wither_cat \
\
vanillabackport:creaking
# Name Tag - Iris Exclusive
entity.50112 = name_tag
# Copper Golems
entity.50116 = copper_golem
# Parched
entity.50120 = parched
# Zombie Nautilus
entity.50124 = zombie_nautilus
# End Crystal Beams
entity.50200 = end_crystal_beam
# Ender Dragon
entity.50204 = ender_dragon \
\
adventurez:dragon adventurez:ender_whale adventurez:enderwarthog adventurez:void_shadow
# ██╗ ██╗ ██████╗ ██╗ ██╗███████╗██████╗ ███████╗
# ███║ ███║██╔═████╗ ██║ ██║██╔════╝██╔══██╗██╔════╝
# ╚██║ ╚██║██║██╔██║█████╗ ███████║█████╗ ██████╔╝█████╗
# ██║ ██║████╔╝██║╚════╝ ██╔══██║██╔══╝ ██╔══██╗██╔══╝
# ██║██╗██║╚██████╔╝ ██║ ██║███████╗██║ ██║███████╗
# ╚═╝╚═╝╚═╝ ╚═════╝ ╚═╝ ╚═╝╚══════╝╚═╝ ╚═╝╚══════╝
#1.10 And Below Mapping (Cap Sensitive!):
#else
# End Crystal
entity.50000 = EnderCrystal
# Lightning Bolt
entity.50004 = lightning_bolt
# Item Frames
entity.50008 = ItemFrame
# Iron Golem
entity.50012 = VillagerGolem
# Other Players
entity.50016 =
# Current Player
entity.50017 = current_player
# Blaze
entity.50020 = Blaze \
\
BiomesOPlenty.Pixie
# Creeper
entity.50024 = Creeper
# Drowned
entity.50028 =
# Gaurdian
entity.50032 =
# Elder Guardian
entity.50036 =
# Endermite
entity.50040 =
# Ghast
entity.50044 = Ghast
# Glow Squid
entity.50048 =
# Magma Cube
entity.50052 = LavaSlime
# Stray
entity.50056 =
# Vex
entity.50060 =
# Witch
entity.50064 = Witch
# Withers
entity.50068 = WitherBoss WitherSkull
# Experience Orbs
entity.50072 = XPOrb
# Boats
entity.50076 = Boat
# Allay
entity.50080 =
# Slimes and Chickens
entity.50084 = Slime Chicken \
\
BiomesOPlenty.Rosester BiomesOPlenty.Glob
# Entity Fire
entity.50088 = entity_flame
# Fire Balls
entity.50089 = Fireball
# Trident
entity.50092 =
# Minecarts
entity.50096 = MinecartChest MinecartCommandBlock MinecartFurnace MinecartHopper MinecartRideable MinecartSpawner MinecartTNT
# Bogged
entity.50100 =
# Piglins and Hoglins
entity.50104 =
# Creaking
entity.50108 =
# Name Tag - Iris Exclusive
entity.50112 = name_tag
# Copper Golems
entity.50116 =
# Parched
entity.50120 =
# Zombie Nautilus
entity.50124 =
# End Crystal Beams
entity.50200 = end_crystal_beam
# Ender Dragon
entity.50204 = EnderDragon
#endif
File diff suppressed because one or more lines are too long
@@ -1,200 +0,0 @@
#if FXAA_TAA_INTERACTION > 0
ivec2 neighbourhoodOffsets[8] = ivec2[8](
ivec2( 1, 1),
ivec2( 1,-1),
ivec2(-1, 1),
ivec2(-1,-1),
ivec2( 1, 0),
ivec2( 0, 1),
ivec2(-1, 0),
ivec2( 0,-1)
);
#endif
//FXAA 3.11 from http://blog.simonrodriguez.fr/articles/30-07-2016_implementing_fxaa.html
float quality[12] = float[12] (1.0, 1.0, 1.0, 1.0, 1.0, 1.5, 2.0, 2.0, 2.0, 2.0, 4.0, 8.0);
void FXAA311(inout vec3 color) {
float edgeThresholdMin = 0.03125;
float edgeThresholdMax = 0.0625;
float subpixelQuality = 0.75;
int iterations = 12;
vec2 view = 1.0 / vec2(viewWidth, viewHeight);
float lumaCenter = GetLuminance(color);
float lumaDown = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 0, -1), 0).rgb);
float lumaUp = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 0, 1), 0).rgb);
float lumaLeft = GetLuminance(texelFetch(colortex3, texelCoord + ivec2(-1, 0), 0).rgb);
float lumaRight = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 1, 0), 0).rgb);
float lumaMin = min(lumaCenter, min(min(lumaDown, lumaUp), min(lumaLeft, lumaRight)));
float lumaMax = max(lumaCenter, max(max(lumaDown, lumaUp), max(lumaLeft, lumaRight)));
float lumaRange = lumaMax - lumaMin;
if (lumaRange > max(edgeThresholdMin, lumaMax * edgeThresholdMax)) {
float lumaDownLeft = GetLuminance(texelFetch(colortex3, texelCoord + ivec2(-1, -1), 0).rgb);
float lumaUpRight = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 1, 1), 0).rgb);
float lumaUpLeft = GetLuminance(texelFetch(colortex3, texelCoord + ivec2(-1, 1), 0).rgb);
float lumaDownRight = GetLuminance(texelFetch(colortex3, texelCoord + ivec2( 1, -1), 0).rgb);
float lumaDownUp = lumaDown + lumaUp;
float lumaLeftRight = lumaLeft + lumaRight;
float lumaLeftCorners = lumaDownLeft + lumaUpLeft;
float lumaDownCorners = lumaDownLeft + lumaDownRight;
float lumaRightCorners = lumaDownRight + lumaUpRight;
float lumaUpCorners = lumaUpRight + lumaUpLeft;
float edgeHorizontal = abs(-2.0 * lumaLeft + lumaLeftCorners ) +
abs(-2.0 * lumaCenter + lumaDownUp ) * 2.0 +
abs(-2.0 * lumaRight + lumaRightCorners);
float edgeVertical = abs(-2.0 * lumaUp + lumaUpCorners ) +
abs(-2.0 * lumaCenter + lumaLeftRight ) * 2.0 +
abs(-2.0 * lumaDown + lumaDownCorners );
bool isHorizontal = (edgeHorizontal >= edgeVertical);
float luma1 = isHorizontal ? lumaDown : lumaLeft;
float luma2 = isHorizontal ? lumaUp : lumaRight;
float gradient1 = luma1 - lumaCenter;
float gradient2 = luma2 - lumaCenter;
bool is1Steepest = abs(gradient1) >= abs(gradient2);
float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2));
float stepLength = isHorizontal ? view.y : view.x;
float lumaLocalAverage = 0.0;
if (is1Steepest) {
stepLength = - stepLength;
lumaLocalAverage = 0.5 * (luma1 + lumaCenter);
} else {
lumaLocalAverage = 0.5 * (luma2 + lumaCenter);
}
vec2 currentUv = texCoord;
if (isHorizontal) {
currentUv.y += stepLength * 0.5;
} else {
currentUv.x += stepLength * 0.5;
}
vec2 offset = isHorizontal ? vec2(view.x, 0.0) : vec2(0.0, view.y);
vec2 uv1 = currentUv - offset;
vec2 uv2 = currentUv + offset;
float lumaEnd1 = GetLuminance(texture2D(colortex3, uv1).rgb);
float lumaEnd2 = GetLuminance(texture2D(colortex3, uv2).rgb);
lumaEnd1 -= lumaLocalAverage;
lumaEnd2 -= lumaLocalAverage;
bool reached1 = abs(lumaEnd1) >= gradientScaled;
bool reached2 = abs(lumaEnd2) >= gradientScaled;
bool reachedBoth = reached1 && reached2;
if (!reached1) {
uv1 -= offset;
}
if (!reached2) {
uv2 += offset;
}
if (!reachedBoth) {
for (int i = 2; i < iterations; i++) {
if (!reached1) {
lumaEnd1 = GetLuminance(texture2D(colortex3, uv1).rgb);
lumaEnd1 = lumaEnd1 - lumaLocalAverage;
}
if (!reached2) {
lumaEnd2 = GetLuminance(texture2D(colortex3, uv2).rgb);
lumaEnd2 = lumaEnd2 - lumaLocalAverage;
}
reached1 = abs(lumaEnd1) >= gradientScaled;
reached2 = abs(lumaEnd2) >= gradientScaled;
reachedBoth = reached1 && reached2;
if (!reached1) {
uv1 -= offset * quality[i];
}
if (!reached2) {
uv2 += offset * quality[i];
}
if (reachedBoth) break;
}
}
float distance1 = isHorizontal ? (texCoord.x - uv1.x) : (texCoord.y - uv1.y);
float distance2 = isHorizontal ? (uv2.x - texCoord.x) : (uv2.y - texCoord.y);
bool isDirection1 = distance1 < distance2;
float distanceFinal = min(distance1, distance2);
float edgeThickness = (distance1 + distance2);
float pixelOffset = - distanceFinal / edgeThickness + 0.5;
bool isLumaCenterSmaller = lumaCenter < lumaLocalAverage;
bool correctVariation = ((isDirection1 ? lumaEnd1 : lumaEnd2) < 0.0) != isLumaCenterSmaller;
float finalOffset = correctVariation ? pixelOffset : 0.0;
float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaDownUp + lumaLeftRight) + lumaLeftCorners + lumaRightCorners);
float subPixelOffset1 = clamp(abs(lumaAverage - lumaCenter) / lumaRange, 0.0, 1.0);
float subPixelOffset2 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1;
float subPixelOffsetFinal = subPixelOffset2 * subPixelOffset2 * subpixelQuality;
finalOffset = max(finalOffset, subPixelOffsetFinal);
// Compute the final UV coordinates.
vec2 finalUv = texCoord;
if (isHorizontal) {
finalUv.y += finalOffset * stepLength;
} else {
finalUv.x += finalOffset * stepLength;
}
vec3 newColor = texture2D(colortex3, finalUv).rgb;
#define FXAA_STRENGTH_SKIP 1.0 - FXAA_STRENGTH * 0.01
#if FXAA_TAA_INTERACTION > 0
// Less FXAA when moving
float skipFXAA = min(
20.0 * length(cameraPosition - previousCameraPosition),
FXAA_TAA_INTERACTION * 0.1
);
float z0 = texelFetch(depthtex0, texelCoord, 0).r;
float z1 = texelFetch(depthtex1, texelCoord, 0).r;
bool edge = false;
for (int i = 0; i < 8; i++) {
ivec2 texelCoordM = texelCoord + neighbourhoodOffsets[i];
float z0Check = texelFetch(depthtex0, texelCoordM, 0).r;
float z1Check = texelFetch(depthtex1, texelCoordM, 0).r;
if (max(abs(GetLinearDepth(z0Check) - GetLinearDepth(z0)), abs(GetLinearDepth(z1Check) - GetLinearDepth(z1))) > 0.09) {
edge = true;
break;
}
}
if (edge) skipFXAA = 0.0;
if (dot(texelFetch(colortex2, texelCoord, 0).rgb, vec3(1.0)) < 0.01) skipFXAA = 0.0;
skipFXAA = mix(skipFXAA, 1.0, FXAA_STRENGTH_SKIP);
#else
float skipFXAA = FXAA_STRENGTH_SKIP;
#endif
color = mix(newColor, color, skipFXAA);
// debug
//if (skipFXAA > texCoord.y && texCoord.x < 0.02) color.rgb = vec3(1,0,1);
}
}
@@ -1,25 +0,0 @@
// Jitter offset from Chocapic13
vec2 jitterOffsets[8] = vec2[8](
vec2( 0.125,-0.375),
vec2(-0.125, 0.375),
vec2( 0.625, 0.125),
vec2( 0.375,-0.625),
vec2(-0.625, 0.625),
vec2(-0.875,-0.125),
vec2( 0.375,-0.875),
vec2( 0.875, 0.875)
);
vec2 TAAJitter(vec2 coord, float w) {
#if TAA_JITTER > 0
vec2 offset = jitterOffsets[int(framemod8)] * (w / vec2(viewWidth, viewHeight));
#if TAA_JITTER == 1
offset *= 0.125;
#elif TAA_JITTER == 2
offset *= 0.33;
#endif
return coord + offset;
#else
return coord;
#endif
}
@@ -1,208 +0,0 @@
#if TAA_SMOOTHING == 2
float blendMinimum = 0.3;
float blendVariable = 0.3;
float blendConstant = 0.6;
float regularEdge = 10.0;
float extraEdgeMult = 2.0;
float farEdgeDist = 128.0;
#elif TAA_SMOOTHING == 3
float blendMinimum = 0.35;
float blendVariable = 0.2;
float blendConstant = 0.7;
float regularEdge = 6.0;
float extraEdgeMult = 3.0;
float farEdgeDist = 112.0;
#elif TAA_SMOOTHING == 4
float blendMinimum = 0.5;
float blendVariable = 0.15;
float blendConstant = 0.75;
float regularEdge = 4.0;
float extraEdgeMult = 3.5;
float farEdgeDist = 96.0;
#endif
#if TAA_MOVEMENT_IMPROVEMENT_FILTER == 1
//Catmull-Rom sampling from Filmic SMAA presentation
vec3 textureCatmullRom(sampler2D colortex, vec2 texcoord, vec2 view) {
vec2 position = texcoord * view;
vec2 centerPosition = floor(position - 0.5) + 0.5;
vec2 f = position - centerPosition;
vec2 f2 = f * f;
vec2 f3 = f * f2;
float c = 0.7;
vec2 w0 = -c * f3 + 2.0 * c * f2 - c * f;
vec2 w1 = (2.0 - c) * f3 - (3.0 - c) * f2 + 1.0;
vec2 w2 = -(2.0 - c) * f3 + (3.0 - 2.0 * c) * f2 + c * f;
vec2 w3 = c * f3 - c * f2;
vec2 w12 = w1 + w2;
vec2 tc12 = (centerPosition + w2 / w12) / view;
vec2 tc0 = (centerPosition - 1.0) / view;
vec2 tc3 = (centerPosition + 2.0) / view;
vec4 color = vec4(texture2DLod(colortex, vec2(tc12.x, tc0.y ), 0).rgb, 1.0) * (w12.x * w0.y ) +
vec4(texture2DLod(colortex, vec2(tc0.x, tc12.y), 0).rgb, 1.0) * (w0.x * w12.y) +
vec4(texture2DLod(colortex, vec2(tc12.x, tc12.y), 0).rgb, 1.0) * (w12.x * w12.y) +
vec4(texture2DLod(colortex, vec2(tc3.x, tc12.y), 0).rgb, 1.0) * (w3.x * w12.y) +
vec4(texture2DLod(colortex, vec2(tc12.x, tc3.y ), 0).rgb, 1.0) * (w12.x * w3.y );
return color.rgb / color.a;
}
#endif
// Previous frame reprojection from Chocapic13
vec2 Reprojection(vec4 viewPos1) {
vec4 pos = gbufferModelViewInverse * viewPos1;
vec4 previousPosition = pos + vec4(cameraPosition - previousCameraPosition, 0.0);
previousPosition = gbufferPreviousModelView * previousPosition;
previousPosition = gbufferPreviousProjection * previousPosition;
return previousPosition.xy / previousPosition.w * 0.5 + 0.5;
}
vec3 ClipAABB(vec3 q, vec3 aabb_min, vec3 aabb_max){
vec3 p_clip = 0.5 * (aabb_max + aabb_min);
vec3 e_clip = 0.5 * (aabb_max - aabb_min) + 0.00000001;
vec3 v_clip = q - vec3(p_clip);
vec3 v_unit = v_clip.xyz / e_clip;
vec3 a_unit = abs(v_unit);
float ma_unit = max(a_unit.x, max(a_unit.y, a_unit.z));
if (ma_unit > 1.0)
return vec3(p_clip) + v_clip / ma_unit;
else
return q;
}
ivec2 neighbourhoodOffsets[8] = ivec2[8](
ivec2( 1, 1),
ivec2( 1,-1),
ivec2(-1, 1),
ivec2(-1,-1),
ivec2( 1, 0),
ivec2( 0, 1),
ivec2(-1, 0),
ivec2( 0,-1)
);
void NeighbourhoodClamping(vec3 color, inout vec3 tempColor, float z0, float z1, inout float edge) {
vec3 minclr = color; vec3 maxclr = minclr;
int cc = 2;
ivec2 texelCoordM1 = clamp(texelCoord, ivec2(cc), ivec2(view) - cc); // Fixes screen edges
for (int i = 0; i < 8; i++) {
ivec2 texelCoordM2 = texelCoordM1 + neighbourhoodOffsets[i];
float z0CheckLinear = GetLinearDepth(texelFetch(depthtex0, texelCoordM2, 0).r);
float z1CheckLinear = GetLinearDepth(texelFetch(depthtex1, texelCoordM2, 0).r);
float z0Linear = GetLinearDepth(z0);
float z1Linear = GetLinearDepth(z1);
if (max(abs(z0CheckLinear - z0Linear), abs(z1CheckLinear - z1Linear)) > 0.09) {
edge = regularEdge;
float approxClosestDist = min(z0CheckLinear, z0Linear) * far;
if (approxClosestDist < farEdgeDist)
if (int(texelFetch(colortex6, texelCoordM2, 0).g * 255.1) == 253) // Reduced Edge TAA
edge *= extraEdgeMult;
}
vec3 clr = texelFetch(colortex3, texelCoordM2, 0).rgb;
minclr = min(minclr, clr); maxclr = max(maxclr, clr);
}
tempColor = ClipAABB(tempColor, minclr, maxclr);
}
void DoTAA(inout vec3 color, inout vec3 temp, float z1) {
int materialMask = int(texelFetch(colortex6, texelCoord, 0).g * 255.1);
vec4 screenPos1 = vec4(texCoord, z1, 1.0);
vec4 viewPos1 = gbufferProjectionInverse * (screenPos1 * 2.0 - 1.0);
viewPos1 /= viewPos1.w;
float lViewPos1 = length(viewPos1);
#ifdef ENTITY_TAA_NOISY_CLOUD_FIX
float cloudLinearDepth = texture2D(colortex5, texCoord).a;
if (pow2(cloudLinearDepth) * renderDistance < min(lViewPos1, renderDistance)) {
// Material in question is obstructed by the cloud volume
materialMask = 0;
}
#endif
if (
abs(materialMask - 149.5) < 50.0 // Entity Reflection Handling (see common.glsl for details)
|| materialMask == 254 // No SSAO, No TAA, Reduce Reflection
) {
return;
}
/*if (materialMask == 254) { // No SSAO, No TAA, Reduce Reflection
#ifndef CUSTOM_PBR
if (z1 <= 0.56) return; // The edge pixel trick doesn't look nice on hand
#endif
int i = 0;
while (i < 4) {
int mms = int(texelFetch(colortex6, texelCoord + neighbourhoodOffsets[i], 0).g * 255.1);
if (mms != materialMask) break;
i++;
} // Checking edge-pixels prevents flickering
if (i == 4) return;
}*/
float z0 = texelFetch(depthtex0, texelCoord, 0).r;
vec2 prvCoord = texCoord;
if (z1 > 0.56) prvCoord = Reprojection(viewPos1);
#if TAA_MOVEMENT_IMPROVEMENT_FILTER == 1
vec3 tempColor = textureCatmullRom(colortex2, prvCoord, view);
#else
vec3 tempColor = texture2D(colortex2, prvCoord).rgb;
#endif
if (tempColor == vec3(0.0) || any(isnan(tempColor))) { // Fixes the first frame and nans
temp = color;
return;
}
float edge = 0.0;
NeighbourhoodClamping(color, tempColor, z0, z1, edge);
if (materialMask == 253) // Reduced Edge TAA
edge *= extraEdgeMult;
#ifdef DISTANT_HORIZONS
if (z0 == 1.0) {
blendMinimum = 0.75;
blendVariable = 0.05;
blendConstant = 0.9;
edge = 1.0;
}
#endif
vec2 velocity = (texCoord - prvCoord.xy) * view;
float blendFactor = float(prvCoord.x > 0.0 && prvCoord.x < 1.0 &&
prvCoord.y > 0.0 && prvCoord.y < 1.0);
float velocityFactor = dot(velocity, velocity) * 10.0;
blendFactor *= max(exp(-velocityFactor) * blendVariable + blendConstant - min(length(cameraPosition - previousCameraPosition), 0.05) * edge, blendMinimum);
#ifdef RAIN_ATMOSPHERE
blendFactor *= 1.0 - isLightningActive();
#endif
#ifdef MIRROR_DIMENSION
blendFactor = 0.0;
#endif
color = mix(color, tempColor, blendFactor);
temp = color;
//if (edge > 0.05) color.rgb = vec3(1.0, 0.0, 1.0);
}
@@ -1,267 +0,0 @@
#if !defined AURORA_BOREALIS_GLSL
#define AURORA_BOREALIS_GLSL
#ifdef ATM_COLOR_MULTS
#include "/lib/colors/colorMultipliers.glsl"
#endif
#include "/lib/util/colorConversion.glsl"
#define AURORA_CONDITION 3 //[-1 0 1 2 3 4]
#define AURORA_COLOR_PRESET 0 //[-1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14] // 0 is manual and default, 1 is daily, 2 is monthly and 3 is one color preset same with all numbers after
#define AURORA_UP_R 112 //[0 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 255]
#define AURORA_UP_G 36 //[0 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 255]
#define AURORA_UP_B 192 //[0 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 255]
#define AURORA_UP_I 33 //[0 3 5 8 10 13 15 18 20 23 25 28 30 33 35 38 40 43 45 48 50 53 55 58 60 63 65 68 70 73 75 78 80 83 85 88 90 93 95 98 100]
#define AURORA_DOWN_R 96 //[0 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 255]
#define AURORA_DOWN_G 255 //[0 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 255]
#define AURORA_DOWN_B 192 //[0 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124 128 132 136 140 144 148 152 156 160 164 168 172 176 180 184 188 192 196 200 204 208 212 216 220 224 228 232 236 240 244 248 252 255]
#define AURORA_DOWN_I 33 //[0 3 5 8 10 13 15 18 20 23 25 28 30 33 35 38 40 43 45 48 50 53 55 58 60 63 65 68 70 73 75 78 80 83 85 88 90 93 95 98 100]
#define AURORA_SIZE 1.00 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00 2.05 2.10 2.15 2.20 2.25 2.30 2.35 2.40 2.45 2.50 2.55 2.60 2.65 2.70 2.75 2.80 2.85 2.90 2.95 3.00]
#define AURORA_DRAW_DISTANCE 0.65 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00]
#define RANDOM_AURORA 0 //[0 1 2 3 4 5 6 7 8 9]
//#define RGB_AURORA
#define AURORA_CLOUD_INFLUENCE_INTENSITY 1.00 //[0.00 0.25 0.50 0.75 1.00 1.25 1.50 1.75 2.00 2.50 3.00]
#define AURORA_TERRAIN_INFLUENCE_INTENSITY 1.00 //[0.00 0.25 0.50 0.75 1.00 1.25 1.50]
#define AURORA_NOISE_SCALE 1.00 //[0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.00 2.05 2.10 2.15 2.20 2.25 2.30 2.35 2.40 2.45 2.50 2.55 2.60 2.65 2.70 2.75 2.80 2.85 2.90 2.95 3.00 3.05 3.10 3.15 3.20 3.25 3.30 3.35 3.40 3.45 3.50 3.55 3.60 3.65 3.70 3.75 3.80 3.85 3.90 3.95 4.00 4.05 4.10 4.15 4.20 4.25 4.30 4.35 4.40 4.45 4.50 4.55 4.60 4.65 4.70 4.75 4.80 4.85 4.90 4.95 5.00]
#define AURORA_PATTERN_WARP 0 //[0 1 2 3 4 5 6 7 8 9 10]
#define AURORA_SATURATION 10 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20]
#define AURORA_COLOR_MIX_POWER 2.0 //[0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0]
float GetAuroraVisibility(in float VdotU, float VdotUAmount) {
float visibility = sqrt1(clamp01(mix(1.0, VdotU, VdotUAmount) * (AURORA_DRAW_DISTANCE * 1.125 + 0.75) - 0.225)) - sunVisibility - maxBlindnessDarkness;
#ifdef CLEAR_SKY_WHEN_RAINING
visibility -= rainFactor * 0.5;
#else
visibility -= rainFactor;
#endif
visibility *= 1.0 - VdotU * 0.9 * VdotUAmount;
#if AURORA_CONDITION == 1 || AURORA_CONDITION == 3
visibility -= moonPhase;
#endif
#if AURORA_CONDITION == 2 || AURORA_CONDITION == 3
visibility *= inSnowy;
#endif
#if AURORA_CONDITION == 4
visibility = max(visibility * inSnowy, visibility - moonPhase);
#endif
#if AURORA_CONDITION == -1 // Always except new moon
visibility *= clamp01(max(moonPhase, 1) % 4);
#endif
#if RANDOM_AURORA > 0
float randomValue = hash11(float(worldDay));
if (randomValue > RANDOM_AURORA * 0.1) {
visibility = -1.0; // Disable aurora this day
}
#endif
return visibility;
}
vec3 auroraUpA[] = vec3[](
vec3(112.0, 36.0, 192.0), // [1] [2] Complementary
vec3(112.0, 80.0, 255.0), // [3] Legacy Complementary (v4)
vec3(168.0, 36.0, 88.0), // [4] permafrost
vec3(255.0, 68.0, 124.0), // [5] Blossoming Lights (Pink)
vec3(72.0, 96.0, 192.0), // [6] Nebula
vec3(24.0, 255.0, 140.0), // [7] Celestial Dance
vec3(255.0, 220.0, 255.0), // [8] Green Flash
vec3(64.0, 255.0, 255.0), // [9] Ethereal Lights
vec3(0.0, 20.0, 60.0), // [10] Glacial Blessing
vec3(132.0, 0.0, 200.0), // [11] Mythical Lights
vec3(120.0, 212.0, 56.0), // [12] watermelon
vec3(0.0, 255.0, 255.0), // [13] blood bath
vec3(255.0, 80.0, 112.0) // [14] Ghost
);
vec3 auroraDownA[] = vec3[](
vec3(96.0, 255.0, 192.0), // [1] [2] Complementary
vec3(80.0, 255.0, 180.0), // [3] Legacy Complementary (v4)
vec3(60.0, 184.0, 152.0), // [4] permafrost
vec3(160.0, 96.0, 255.0), // [5] Blossoming Lights (Pink)
vec3(172.0, 44.0, 88.0), // [6] Nebula
vec3(108.0, 72.0, 255.0), // [7] Celestial Dance
vec3(68.0, 255.0, 72.0), // [8] Green Flash
vec3(128.0, 64.0, 128.0), // [9] Ethereal Lights
vec3(0.0, 24.0, 36.0), // [10] Glacial Blessing
vec3(56.0, 168.0, 255.0), // [11] Mythical Lights
vec3(176.0, 88.0, 72.0), // [12] watermelon
vec3(180.0, 0.0, 0.0), // [13] blood bath
vec3(80.0, 255.0, 180.0) // [14] Ghost
);
vec2 warpAuroraCoords(vec2 coord, float warpAmount) {
float angle = texture2D(noisetex, coord * 0.5).r * 6.28318 * warpAmount;
float strength = texture2D(noisetex, coord * 0.7 + 0.5).r * warpAmount;
vec2 offset = vec2(cos(angle), sin(angle)) * strength;
return coord + offset;
}
void GetAuroraColor(in vec2 wpos, out vec3 auroraUp, out vec3 auroraDown) {
#ifdef RGB_AURORA
auroraUp = getRainbowColor(wpos, 0.06);
auroraDown = getRainbowColor(wpos, 0.05);
#elif AURORA_COLOR_PRESET == 0
auroraUp = vec3(AURORA_UP_R, AURORA_UP_G, AURORA_UP_B);
auroraDown = vec3(AURORA_DOWN_R, AURORA_DOWN_G, AURORA_DOWN_B);
#elif AURORA_COLOR_PRESET == -1
float randomValue = hash11(float(worldDay));
randomValue = pow(randomValue, 0.7); // Bias towards higher values (more transitions)
float transitionsPerNight = min(randomValue * 2.0, 1.75);
float idx, frac = modf(nightFactor * transitionsPerNight, idx);
int dayOffset = worldDay % auroraUpA.length();
int colorsCount = auroraUpA.length();
int i0 = (int(idx) + dayOffset) % colorsCount;
int i1 = (i0 + 1) % colorsCount;
// Interpolate in OKLab color space for perceptually uniform transitions
vec3 oklabUp0 = rgb2oklab(auroraUpA[i0] / 255.0);
vec3 oklabUp1 = rgb2oklab(auroraUpA[i1] / 255.0);
vec3 oklabDown0 = rgb2oklab(auroraDownA[i0] / 255.0);
vec3 oklabDown1 = rgb2oklab(auroraDownA[i1] / 255.0);
auroraUp = oklab2rgb(mix(oklabUp0, oklabUp1, frac)) * 255.0;
auroraDown = oklab2rgb(mix(oklabDown0, oklabDown1, frac)) * 255.0;
#else
#if AURORA_COLOR_PRESET == 1
int p = worldDay % auroraUpA.length();
#elif AURORA_COLOR_PRESET == 2
int p = worldDay % (auroraUpA.length() * 8) / 8;
#else
const int p = AURORA_COLOR_PRESET - 2;
#endif
auroraUp = auroraUpA[p];
auroraDown = auroraDownA[p];
#endif
auroraUp = max(auroraUp, vec3(0.001));
auroraDown = max(auroraDown, vec3(0.001));
auroraUp *= (AURORA_UP_I * 0.093 + 3.1) / GetLuminance(auroraUp);
auroraDown *= (AURORA_DOWN_I * 0.245 + 8.15) / GetLuminance(auroraDown);
#if AURORA_SATURATION != 10
auroraUp = rgb2hsv(auroraUp);
auroraUp.g *= AURORA_SATURATION * 0.1;
auroraUp = hsv2rgb(auroraUp);
auroraDown = rgb2hsv(auroraDown);
auroraDown.g *= AURORA_SATURATION * 0.1;
auroraDown = hsv2rgb(auroraDown);
#endif
}
vec3 getAuroraAmbientColor(vec3 color, vec3 viewPos, float multiplier, float influence, float VdotUAmount) {
float visibility = GetAuroraVisibility(0.5, VdotUAmount);
if (visibility > 0) {
vec3 wpos = (gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz;
wpos.xz /= (abs(wpos.y) + length(wpos.xz));
vec3 auroraUp, auroraDown;
GetAuroraColor(wpos.xz, auroraUp, auroraDown);
vec3 auroraColor = mix(auroraUp, auroraDown, 0.8);
#ifdef COMPOSITE1
visibility *= influence;
return mix(color, auroraColor, visibility);
#endif
auroraColor *= multiplier;
visibility *= influence;
#ifdef DEFERRED1
return mix(color, saturateColors(auroraColor, 0.8) * visibility * 0.45, visibility);
#endif
float luminanceColor = GetLuminance(color);
vec3 newColor = mix(color, mix(color, vec3(luminanceColor), 0.88), visibility);
newColor *= mix(vec3(1.0), auroraColor * luminanceColor * 10.0, visibility);
return clamp01(newColor);
// return mix(color, color * auroraColor, visibility); // old, keep it for now
}
return color;
}
vec3 GetAuroraBorealis(vec3 viewPos, float VdotU, float dither) {
float visibility = GetAuroraVisibility(VdotU, 1.0);
if (visibility > 0.0) {
vec3 aurora = vec3(0.0);
vec3 wpos = mat3(gbufferModelViewInverse) * viewPos;
wpos.xz /= wpos.y;
vec2 cameraPositionM = cameraPosition.xz * 0.0075;
cameraPositionM.x += syncedTime * 0.04;
#ifdef DEFERRED1
int sampleCount = 25;
int sampleCountP = sampleCount + 5;
#else
int sampleCount = 10;
int sampleCountP = sampleCount + 10;
#endif
float ditherM = dither + 5.0;
float auroraAnimate = frameTimeCounter * 0.001;
vec3 auroraUp, auroraDown;
GetAuroraColor(wpos.xz, auroraUp, auroraDown);
for (int i = 0; i < sampleCount; i++) {
float current = pow2((i + ditherM) / sampleCountP);
vec2 planePos = wpos.xz * (AURORA_SIZE * 0.8 + current) * 11.0 * AURORA_NOISE_SCALE + cameraPositionM;
#if AURORA_STYLE == 1
planePos = floor(planePos) * 0.0007;
#if AURORA_PATTERN_WARP > 0
planePos = warpAuroraCoords(planePos, AURORA_PATTERN_WARP * 0.0057);
#endif
float noise = texture2DLod(noisetex, planePos, 0.0).b;
noise = pow2(pow2(pow2(pow2(1.0 - 2.0 * abs(noise - 0.5)))));
noise *= pow1_5(texture2DLod(noisetex, planePos * 100.0 + auroraAnimate, 0.0).b);
#else
planePos *= 0.0007;
#if AURORA_PATTERN_WARP > 0
planePos = warpAuroraCoords(planePos, AURORA_PATTERN_WARP * 0.0082);
#endif
float noise = texture2DLod(noisetex, planePos, 0.0).r;
noise = pow2(pow2(pow2(pow2(1.0 - 2.0 * abs(noise - 0.5)))));
noise *= texture2DLod(noisetex, planePos * 3.0 + auroraAnimate, 0.0).b;
noise *= texture2DLod(noisetex, planePos * 5.0 - auroraAnimate, 0.0).b;
#endif
float currentM = 1.0 - current;
aurora += noise * currentM * mix(auroraUp, auroraDown, pow(pow2(currentM), AURORA_COLOR_MIX_POWER));
}
#if AURORA_STYLE == 1
aurora *= 1.3;
#else
aurora *= 1.8;
#endif
#ifdef ATM_COLOR_MULTS
aurora *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
#endif
return aurora * visibility / sampleCount;
}
return vec3(0.0);
}
#endif
@@ -1,68 +0,0 @@
vec3 GetBedrockNoise(vec3 viewPos, float VdotU, float dither) {
float eyeAltitude1 = eyeAltitude * 0.005;
float visibility = clamp01(-VdotU * 1.875 - 0.225) * (1.0 - maxBlindnessDarkness);
visibility *= 1.0 + VdotU * 0.75;
float distanceAboveBedrock = bedrockLevel - eyeAltitude;
float fadeStart = 180.0;
float fadeWidth = 50.0;
float noiseHeight = 2.0 / (1.0 + exp(-(fadeStart - distanceAboveBedrock) / fadeWidth));
visibility *= -eyeAltitude1 * 3.0 + (bedrockLevel / 66.6) + 2.0;
if (visibility >= 0.0) {
vec3 wpos = (gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz;
wpos /= (abs(wpos.y) + length(wpos.xz) * 0.5);
vec2 cameraPositionM = cameraPosition.xz * 0.0075;
cameraPositionM.x += frameTimeCounter * 0.004;
float VdotUM = 1.0 - VdotU * VdotU;
// Star calculation
vec2 starCoord = noiseHeight * wpos.xz * 0.2 + cameraPositionM * 0.1;
starCoord = floor(starCoord * 1024.0) / 1024.0;
float star = GetStarNoise(starCoord.xy) *
GetStarNoise(starCoord.xy+0.1) *
GetStarNoise(starCoord.xy+0.23);
star = max0((star - 0.4) * 6.0);
star *= star;
vec3 stars = star * vec3(0.1765, 0.1569, 0.1804) * (VdotUM + 0.3);
float wind = fract(frameTimeCounter * 0.0125);
const int sampleCount = 1;
const int sampleCountP = sampleCount + 5;
float ditherM = dither + 5.0;
vec3 spots = vec3(0.0);
for (int i = 0; i < sampleCount; i++) {
float current = pow2((i + ditherM) / sampleCountP);
float currentM = 1.0 - current;
vec2 planePos = wpos.xz * (0.5 + current) * noiseHeight;
planePos = (planePos * 0.5 + cameraPositionM * 0.5) * 20.0;
float noiseSpots = texture2DLod(noisetex, floor(planePos) * 0.1, 0.0).g;
vec3 noise = texture2DLod(noisetex, vec2(noiseSpots) + wind * 0.3, 0.0).b * vec3(0.3);
spots += noise * currentM * 6.0;
}
#ifdef OVERWORLD
spots = (spots - 0.5) * 1.5 + 0.5; // contrast
#else
spots = (spots - 0.5) * 3.5 + 0.5; // contrast
#endif
spots += stars;
float clampedNoiseHeight = clamp01(noiseHeight);
return spots * visibility / sampleCount * clampedNoiseHeight + clampedNoiseHeight - 1.0;
}
return vec3(0.0);
}
@@ -1,46 +0,0 @@
#ifndef INCLUDE_CLOUD_COORD
#define INCLUDE_CLOUD_COORD
#include "/lib/shaderSettings/clouds.glsl"
const float cloudNarrowness = CLOUD_NARROWNESS;
// Thanks to SixthSurge
vec2 GetRoundedCloudCoord(vec2 pos, float cloudRoundness) { // cloudRoundness is meant to be 0.125 for clouds and 0.35 for cloud shadows
vec2 coord = pos.yx + 0.5;
#ifdef ROTATE_REIMAGINED_CLOUDS_90_NEW
coord = coord.yx;
#endif
vec2 signCoord = sign(coord);
coord = abs(coord) + 1.0;
vec2 i, f = modf(coord, i);
f = smoothstep(0.5 - cloudRoundness, 0.5 + cloudRoundness, f);
coord = i + f;
return (coord - 0.5) * signCoord / 256.0;
}
vec3 ModifyTracePos(vec3 tracePos, int cloudAltitude) {
#if CLOUD_SPEED_MULT == 100
float wind = syncedTime;
#else
#define CLOUD_SPEED_MULT_M CLOUD_SPEED_MULT * 0.01
float wind = frameTimeCounter * CLOUD_SPEED_MULT_M;
#endif
if (cloudAltitude != cloudAlt1i) {
wind *= CLOUD_LAYER2_SPEED_MULT;
}
#if CLOUD_DIRECTION == 1
tracePos.x -= wind;
tracePos.z += cloudAltitude * 64.0;
#else
tracePos.z -= wind;
tracePos.x += cloudAltitude * 64.0;
#endif
tracePos.xz *= cloudNarrowness;
return tracePos.xyz;
}
#endif
@@ -1,198 +0,0 @@
#include "/lib/shaderSettings/clouds.glsl"
#if CLOUD_UNBOUND_SIZE_MULT != 100
#define CLOUD_UNBOUND_SIZE_MULT_M CLOUD_UNBOUND_SIZE_MULT * 0.01
#endif
#include "/lib/colors/lightAndAmbientColors.glsl"
#include "/lib/colors/cloudColors.glsl"
#include "/lib/atmospherics/sky.glsl"
float InterleavedGradientNoiseForClouds() {
float n = 52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y);
#ifdef TAA
return fract(n + goldenRatio * mod(float(frameCounter), 3600.0));
#else
return fract(n);
#endif
}
#if SHADOW_QUALITY > -1
vec3 GetShadowOnCloudPosition(vec3 tracePos, vec3 cameraPos) {
vec3 wpos = PlayerToShadow(tracePos - cameraPos);
float distb = sqrt(wpos.x * wpos.x + wpos.y * wpos.y);
float distortFactor = 1.0 - shadowMapBias + distb * shadowMapBias;
vec3 shadowPosition = vec3(vec2(wpos.xy / distortFactor), wpos.z * 0.2);
return shadowPosition * 0.5 + 0.5;
}
bool GetShadowOnCloud(vec3 tracePos, vec3 cameraPos, int cloudAltitude, float lowerPlaneAltitude, float higherPlaneAltitude) {
const float cloudShadowOffset = 0.5;
vec3 shadowPosition0 = GetShadowOnCloudPosition(tracePos, cameraPos);
if (length(shadowPosition0.xy * 2.0 - 1.0) < 1.0) {
float shadowsample0 = shadow2D(shadowtex0, shadowPosition0).z;
if (shadowsample0 == 0.0) return true;
}
return false;
}
#endif
#ifdef CLOUDS_REIMAGINED
#include "/lib/atmospherics/clouds/reimaginedClouds.glsl"
#endif
#ifdef CLOUDS_UNBOUND
#include "/lib/atmospherics/clouds/unboundClouds.glsl"
#endif
vec4 GetClouds(inout float cloudLinearDepth, float skyFade, vec3 cameraPosOffset, vec3 playerPos, vec3 viewPos,
float lViewPos, float VdotS, float VdotU, float dither, vec3 auroraBorealis, vec3 nightNebula, vec3 sunVec) {
vec4 clouds = vec4(0.0);
vec3 nPlayerPos = normalize(playerPos);
float lViewPosM = lViewPos < renderDistance * 1.5 ? lViewPos - 1.0 : 1000000000.0;
float skyMult0 = pow2(skyFade * 3.333333 - 2.333333);
#if IRIS_VERSION >= 10800
#ifdef CLOUDS_REIMAGINED
float modFactor = 1.0 / cloudNarrowness * 256.0;
#else
#if CLOUD_UNBOUND_SIZE_MULT == 100
float modFactor = 1.0 / cloudNarrowness;
#else
float modFactor = 1.0 / (cloudNarrowness * CLOUD_UNBOUND_SIZE_MULT_M);
#endif
#endif
int modFactorM = int(modFactor);
vec2 cameraPositionBIM = cameraPositionInt.xz - modFactorM * (cameraPositionInt.xz / modFactorM);
vec3 cameraPos = vec3(
cameraPositionBIM.x + cameraPositionBestFract.x,
cameraPosition.y,
cameraPositionBIM.y + cameraPositionBestFract.z
);
#if defined CLOUDS_UNBOUND && defined DOUBLE_UNBOUND_CLOUDS
float layer2ScaleFactor = CLOUD_UNBOUND_LAYER2_SIZE * 10.0 / CLOUD_UNBOUND_SIZE_MULT;
#if CLOUD_UNBOUND_SIZE_MULT == 100
float modFactor2 = 1.0 / (cloudNarrowness * layer2ScaleFactor);
#else
float modFactor2 = 1.0 / (cloudNarrowness * CLOUD_UNBOUND_SIZE_MULT_M * layer2ScaleFactor);
#endif
int modFactorM2 = int(modFactor2);
vec2 cameraPositionBIM2 = cameraPositionInt.xz - modFactorM2 * (cameraPositionInt.xz / modFactorM2);
vec3 cameraPos2 = vec3(
cameraPositionBIM2.x + cameraPositionBestFract.x,
cameraPosition.y,
cameraPositionBIM2.y + cameraPositionBestFract.z
);
#endif
#else
vec3 cameraPos = cameraPosition;
#if defined CLOUDS_UNBOUND && defined DOUBLE_UNBOUND_CLOUDS
vec3 cameraPos2 = cameraPosition;
#endif
#endif
cameraPos += cameraPosOffset;
#if defined CLOUDS_UNBOUND && defined DOUBLE_UNBOUND_CLOUDS
cameraPos2 += cameraPosOffset;
#endif
#ifdef CLOUDS_REIMAGINED
float thresholdF = 4000.0;
#else
float thresholdF = 4000.0;
#endif
//float thresholdMix = pow2(clamp01(VdotU * 15.0));
//thresholdF = mix(far, thresholdF, thresholdMix * 0.5 + 0.5);
thresholdF *= CLOUD_RENDER_DISTANCE;
#if RAINBOW_CLOUD != 0
vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz);
wpos /= (abs(wpos.y) + length(wpos.xz));
vec3 rainbowColor = getRainbowColor(wpos.xz * rainbowCloudDistribution * 0.35, 0.05);
cloudRainColor *= rainbowColor;
cloudAmbientColor *= rainbowColor;
cloudLightColor *= rainbowColor;
#endif
#ifdef CLOUDS_REIMAGINED
cloudAmbientColor *= 1.0 - 0.25 * rainFactor;
#endif
vec3 cloudColorMult = vec3(1.0);
#if CLOUD_R != 100 || CLOUD_G != 100 || CLOUD_B != 100
cloudColorMult *= vec3(CLOUD_R, CLOUD_G, CLOUD_B) * 0.01;
#endif
cloudAmbientColor *= cloudColorMult;
cloudLightColor *= cloudColorMult;
#if defined CLOUDS_REIMAGINED && defined DOUBLE_REIM_CLOUDS
int maxCloudAlt = max(cloudAlt1i, cloudAlt2i);
int minCloudAlt = min(cloudAlt1i, cloudAlt2i);
if (abs(cameraPos.y - minCloudAlt) < abs(cameraPos.y - maxCloudAlt)) {
clouds = GetVolumetricClouds(minCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
if (clouds.a == 0.0) {
clouds = GetVolumetricClouds(maxCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
}
} else {
clouds = GetVolumetricClouds(maxCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
if (clouds.a == 0.0) {
clouds = GetVolumetricClouds(minCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
}
}
#elif defined CLOUDS_UNBOUND && defined DOUBLE_UNBOUND_CLOUDS
float cloudLinearDepth1 = 1.0;
float cloudLinearDepth2 = 1.0;
//The order of calculating the clouds actually matters here
vec4 clouds1 = GetVolumetricClouds(cloudAlt1i, thresholdF, cloudLinearDepth1, skyFade, skyMult0,
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
vec4 clouds2 = GetVolumetricClouds(cloudAlt2i, thresholdF, cloudLinearDepth2, skyFade, skyMult0,
cameraPos2, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
if (clouds1.a * clouds2.a < 1e-36)
clouds = clouds1 * sign(max(0.0, clouds1.a - 1e-36)) + clouds2 * sign(max(0.0, clouds2.a - 1e-36));
else {
if (cloudLinearDepth1 < cloudLinearDepth2)
clouds = vec4(mix(clouds2.rgb, clouds1.rgb, clouds1.w), mix(clouds2.w, 1.0, clouds1.w));
else
clouds = vec4(mix(clouds1.rgb, clouds2.rgb, clouds2.w), mix(clouds1.w, 1.0, clouds2.w));
}
cloudLinearDepth = min(clouds1.a > 0.5 ? cloudLinearDepth1 : 1.0, clouds2.a > 0.5 ? cloudLinearDepth2 : 1.0);
#else
clouds = GetVolumetricClouds(cloudAlt1i, thresholdF, cloudLinearDepth, skyFade, skyMult0,
cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos) ;
#endif
#ifdef ATM_COLOR_MULTS
clouds.rgb *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
clouds.rgb *= moonPhaseInfluence;
#endif
#if AURORA_STYLE > 0
clouds.rgb += auroraBorealis * 0.1;
#endif
#if NIGHT_NEBULAE == 1
clouds.rgb += nightNebula * 0.2;
#endif
return clouds;
}
@@ -1,236 +0,0 @@
#include "/lib/shaderSettings/cloudsAndLighting.glsl"
#include "/lib/atmospherics/clouds/cloudCoord.glsl"
#ifdef DOUBLE_REIM_CLOUDS
const float cloudStretch = CLOUD_STRETCH * 4.2;
const float L2cloudStretch = cloudStretch * CLOUD_REIMAGINED_LAYER2_HEIGHT;
const float cloudTallness = cloudStretch * 2.0;
#else
const float cloudStretch = CLOUD_STRETCH * 4.2;
const float cloudTallness = cloudStretch * 2.0;
#endif
const float cloudRoundness = CLOUD_ROUNDNESS;
bool GetCloudNoise(vec3 tracePos, inout vec3 tracePosM, int cloudAltitude) {
tracePosM = ModifyTracePos(tracePos, cloudAltitude);
vec2 coord = GetRoundedCloudCoord(tracePosM.xz, cloudRoundness);
#ifdef DEFERRED1
float noise = texture2D(colortex3, coord).b;
#else
float noise = texture2D(gaux4, coord).b;
#endif
float threshold = clamp(abs(cloudAltitude - tracePos.y) / cloudStretch, 0.001, 0.999);
threshold = pow2(pow2(pow2(threshold)));
return noise > threshold * 0.5 + 0.25;
}
float Get2DCloudSample(vec2 pos) {
#ifdef DEFERRED1
return texture2D(colortex3, GetRoundedCloudCoord(pos, cloudRoundness)).b;
#else
return texture2D(gaux4, GetRoundedCloudCoord(pos, cloudRoundness)).b;
#endif
}
vec4 GetVolumetricClouds(int cloudAltitude, float distanceThreshold, inout float cloudLinearDepth, float skyFade, float skyMult0, vec3 cameraPos, vec3 nPlayerPos, float lViewPosM, float VdotS, float VdotU, float dither, vec3 sunVec, vec3 viewPos) {
vec4 volumetricClouds = vec4(0.0);
// Use local variables to avoid modifying globals
float localCloudStretch = cloudStretch;
float localCloudTallness = cloudTallness;
#ifdef DOUBLE_REIM_CLOUDS
if (cloudAltitude != cloudAlt1i) { // second layer
localCloudStretch = L2cloudStretch;
localCloudTallness = 2.0 * localCloudStretch;
}
#endif
float higherPlaneAltitude = cloudAltitude + localCloudStretch;
float lowerPlaneAltitude = cloudAltitude - localCloudStretch;
float lowerPlaneDistance = (lowerPlaneAltitude - cameraPos.y) / nPlayerPos.y;
float higherPlaneDistance = (higherPlaneAltitude - cameraPos.y) / nPlayerPos.y;
float minPlaneDistance = min(lowerPlaneDistance, higherPlaneDistance);
minPlaneDistance = max(minPlaneDistance, 0.0);
float maxPlaneDistance = max(lowerPlaneDistance, higherPlaneDistance);
if (maxPlaneDistance < 0.0) return vec4(0.0);
float planeDistanceDif = maxPlaneDistance - minPlaneDistance;
#if CLOUD_QUALITY_INTERNAL == 1 || !defined DEFERRED1
int sampleCount = max(int(planeDistanceDif) / 16, 6);
#elif CLOUD_QUALITY_INTERNAL == 2
int sampleCount = max(int(planeDistanceDif) / 8, 12);
#elif CLOUD_QUALITY_INTERNAL == 3 || CLOUD_QUALITY_INTERNAL == 4
int sampleCount = max(int(planeDistanceDif), 12);
#endif
float stepMult = planeDistanceDif / sampleCount;
vec3 traceAdd = nPlayerPos * stepMult;
vec3 tracePos = cameraPos + minPlaneDistance * nPlayerPos;
tracePos += traceAdd * dither;
tracePos.y -= traceAdd.y;
#ifdef FIX_AMD_REFLECTION_CRASH
sampleCount = min(sampleCount, 30); //BFARC
#endif
#ifdef AURORA_INFLUENCE
cloudAmbientColor = getAuroraAmbientColor(cloudAmbientColor, viewPos, 0.032, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
#endif
for (int i = 0; i < sampleCount; i++) {
tracePos += traceAdd;
vec3 cloudPlayerPos = tracePos - cameraPos;
float lTracePos = length(cloudPlayerPos);
float lTracePosXZ = length(cloudPlayerPos.xz);
float cloudMult = 1.0;
if (lTracePosXZ > distanceThreshold) break;
if (lTracePos > lViewPosM) {
if (skyFade < 0.7) continue;
else cloudMult = skyMult0;
}
vec3 tracePosM;
if (GetCloudNoise(tracePos, tracePosM, cloudAltitude)) {
float lightMult = 1.0;
#if SHADOW_QUALITY > -1
float shadowLength = shadowDistance * 0.9166667; //consistent08JJ622
if (shadowLength > lTracePos)
if (GetShadowOnCloud(tracePos, cameraPos, cloudAltitude, lowerPlaneAltitude, higherPlaneAltitude)) {
#ifdef CLOUD_CLOSED_AREA_CHECK
if (eyeBrightness.y != 240) continue;
else
#endif
lightMult = 0.25;
}
#endif
#ifdef INVERTED_CLOUD_SHADING
float cloudShading = (higherPlaneAltitude - tracePos.y) / localCloudTallness;
#else
float cloudShading = 1.0 - (higherPlaneAltitude - tracePos.y) / localCloudTallness;
#endif
cloudShading = pow(max0(cloudShading), max0(CLOUD_SHADING_AMOUNT * 0.1 - 0.2));
float VdotSM1 = max0(sunVisibility > 0.5 ? VdotS : - VdotS);
#if CLOUD_QUALITY_INTERNAL >= 2
#ifdef DEFERRED1
float cloudShadingM = 1.0 - pow2(cloudShading);
#else
float cloudShadingM = 1.0 - cloudShading;
#endif
float gradientNoise = InterleavedGradientNoiseForClouds();
vec3 cLightPos = tracePosM;
vec3 cLightPosAdd = normalize(ViewToPlayer(lightVec * 1000000000.0)) * vec3(0.08);
cLightPosAdd *= shadowTime;
float light = 2.0;
cLightPos += (1.0 + gradientNoise) * cLightPosAdd;
light -= Get2DCloudSample(cLightPos.xz) * cloudShadingM;
cLightPos += gradientNoise * cLightPosAdd;
light -= Get2DCloudSample(cLightPos.xz) * cloudShadingM;
float VdotSM2 = VdotSM1 * shadowTime * 0.25;
VdotSM2 += 0.5 * cloudShading + 0.08;
cloudShading = VdotSM2 * light * lightMult;
#endif
#if CLOUD_SUN_MOON_SHADING > 0
float visibilityFactor = 1.0;
#if CLOUD_SUN_MOON_SHADING == 1
visibilityFactor = 1.0 - sunVisibility;
#elif CLOUD_SUN_MOON_SHADING == 2
visibilityFactor = sunVisibility;
#endif
if (visibilityFactor > 0.0) {
vec3 worldLightVec = mat3(gbufferModelViewInverse) * sunVec;
float cloudLightRadius = 375.0;
float aboveFade = 1.0 - smoothstep(-20.0, 0.0, cameraPos.y - cloudAltitude);
float sunPlaneIntersect = (cloudAltitude - cameraPos.y) / worldLightVec.y;
vec2 posVector = cameraPos.xz + worldLightVec.xz * sunPlaneIntersect - tracePos.xz;
float moonVisibility = abs(1.0 - moonPhase / 4.0);
float sunMult = mix(moonVisibility, 0.75, sunVisibility);
float falloff = exp((1.0 - max0(1.0 - length(posVector) / cloudLightRadius)) * -6.0) * aboveFade * sunMult;
float sunCloudMult = clamp01(falloff * 2.5 * mix(1.0, (lTracePos - minPlaneDistance) / (maxPlaneDistance - minPlaneDistance), 0.6));
vec3 bloodMoonCloudColor = vec3(1.0);
#if BLOOD_MOON > 0
bloodMoonCloudColor = mix(bloodMoonCloudColor, vec3(0.302, 0.0078, 0.0078) * 5, getBloodMoon(sunVisibility));
#endif
cloudLightColor += bloodMoonCloudColor * sunCloudMult * 0.11 * visibilityFactor;
cloudShading += sunCloudMult * 1.5 * visibilityFactor;
}
#endif
#if BLOOD_MOON > 0
vec3 hsvCloudLightColor = rgb2hsv(cloudLightColor);
cloudLightColor = mix(cloudLightColor, hsv2rgb(vec3(0, max(0.66, hsvCloudLightColor.y), hsvCloudLightColor.z)), getBloodMoon(sunVisibility));
#endif
#ifdef AURORA_INFLUENCE
cloudLightColor = getAuroraAmbientColor(cloudLightColor, viewPos, 0.1, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
#endif
vec3 colorSample = cloudAmbientColor * 0.95 * (1.0 - 0.35 * cloudShading) + cloudLightColor * (0.1 + cloudShading);
#ifdef RAIN_ATMOSPHERE
// Lightning flashes around lightning bolt position
vec3 lightningPos = getLightningPos(tracePos - cameraPos, lightningBoltPosition.xyz, false);
vec2 lightningAdd = lightningFlashEffect(lightningPos, vec3(1.0), 450.0, 0.0, 0) * isLightningActive() * 10.0;
colorSample += lightningAdd.y;
// Thunderstorm cloud highlights (randomly appear in stormy weather)
float highlightBoost = getThunderstormCloudHighlights(tracePos, cameraPos.xz, lTracePos, minPlaneDistance, maxPlaneDistance, 0.005);
colorSample += highlightBoost;
#endif
vec3 cloudSkyColor = GetSky(VdotU, VdotS, dither, isEyeInWater == 0, false);
#ifdef ATM_COLOR_MULTS
cloudSkyColor *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
#endif
float distanceRatio = (distanceThreshold - lTracePosXZ) / distanceThreshold;
float cloudFogFactor = pow2(clamp(distanceRatio, 0.0, 1.0)) * 0.75;
float nightCloudRemove = NIGHT_CLOUD_UNBOUND_REMOVE * (1.0 - sunVisibility) * -1 + 1.0; // mapped to 1 to 0 range
#if defined DOUBLE_REIM_CLOUDS && CLOUD_REIMAGINED_LAYER2_TRANSPARENCY != 20
if (cloudAltitude != cloudAlt1i) { // second layer uses custom transparency
cloudMult *= (CLOUD_REIMAGINED_LAYER2_TRANSPARENCY * 0.05) * nightCloudRemove;
} else {
cloudMult *= CLOUD_TRANSPARENCY * nightCloudRemove;
}
#else
cloudMult *= CLOUD_TRANSPARENCY * nightCloudRemove;
#endif
float skyMult1 = 1.0 - 0.2 * (1.0 - skyFade) * max(sunVisibility2, nightFactor);
float skyMult2 = 1.0 - 0.33333 * skyFade;
colorSample = mix(cloudSkyColor, colorSample * skyMult1, cloudFogFactor * skyMult2);
colorSample *= pow2(1.0 - maxBlindnessDarkness);
float cloudDistanceFactor = clamp(distanceRatio, 0.0, 0.75);
//float distanceRatioNew = (2000 - lTracePosXZ) / 2000;
//float cloudDistanceFactorNew = clamp(distanceRatioNew, 0.5, 0.75);
//volumetricClouds.a = pow(cloudDistanceFactor * 1.33333, 0.5 + 10.0 * pow(abs(VdotSM1), 90.0)) * cloudMult;
volumetricClouds.a = sqrt(cloudDistanceFactor * 1.33333) * cloudMult;
volumetricClouds.rgb = colorSample;
cloudLinearDepth = sqrt(lTracePos / renderDistance);
break;
}
}
return volumetricClouds;
}
@@ -1,376 +0,0 @@
#include "/lib/shaderSettings/cloudsAndLighting.glsl"
const float cloudStretchModified = max(0.25, float(CLOUD_STRETCH) * 1.9 - 0.9);
#if CLOUD_QUALITY_INTERNAL == 1 || !defined DEFERRED1
const float cloudStretchRaw = 11.0 * cloudStretchModified;
#elif CLOUD_QUALITY_INTERNAL == 2
const float cloudStretchRaw = 16.0 * cloudStretchModified;
#elif CLOUD_QUALITY_INTERNAL == 3
const float cloudStretchRaw = 18.0 * cloudStretchModified;
#elif CLOUD_QUALITY_INTERNAL == 4
const float cloudStretchRaw = 20.0 * cloudStretchModified;
#endif
#ifdef DOUBLE_UNBOUND_CLOUDS
const float L2cloudStretch = cloudStretchRaw * CLOUD_UNBOUND_LAYER2_HEIGHT / CLOUD_STRETCH;
#if CLOUD_UNBOUND_SIZE_MULT <= 100
float cloudStretch = cloudStretchRaw;
#else
float cloudStretch = cloudStretchRaw / float(CLOUD_UNBOUND_SIZE_MULT_M);
#endif
float cloudTallness = cloudStretch * 2.0;
#else
#if CLOUD_UNBOUND_SIZE_MULT <= 100
const float cloudStretch = cloudStretchRaw;
#else
const float cloudStretch = cloudStretchRaw / float(CLOUD_UNBOUND_SIZE_MULT_M);
#endif
const float cloudTallness = cloudStretch * 2.0;
#endif
#if CLOUD_QUALITY > 1
const float cloudNarrowness = 0.00012;
#else
const float cloudNarrowness = 0.00006;
#endif
float GetCloudNoise(vec3 tracePos, int cloudAltitude, float lTracePosXZ, float cloudPlayerPosY) {
vec3 tracePosM = tracePos.xyz * cloudNarrowness;
float wind = 0.0006;
float noise = 0.0;
float currentPersist = 1.0;
float total = 0.0;
#if CLOUD_SPEED_MULT == 100
#define CLOUD_SPEED_MULT_M CLOUD_SPEED_MULT * 0.01
wind *= syncedTime;
#else
#define CLOUD_SPEED_MULT_M CLOUD_SPEED_MULT * 0.01
wind *= frameTimeCounter * CLOUD_SPEED_MULT_M;
#endif
#if CLOUD_UNBOUND_SIZE_MULT != 100
tracePosM *= CLOUD_UNBOUND_SIZE_MULT_M;
wind *= CLOUD_UNBOUND_SIZE_MULT_M;
#endif
#ifdef DOUBLE_UNBOUND_CLOUDS
if (cloudAltitude != cloudAlt1i) {
tracePosM *= CLOUD_UNBOUND_LAYER2_SIZE * 10.0 / CLOUD_UNBOUND_SIZE_MULT;
wind *= CLOUD_UNBOUND_LAYER2_SIZE * 30.0 * CLOUD_LAYER2_SPEED_MULT / CLOUD_UNBOUND_SIZE_MULT;
}
#endif
#if CLOUD_QUALITY_INTERNAL == 1
int sampleCount = 2;
float persistance = 0.6;
float noiseMult = 0.95;
wind *= 0.5;
#elif CLOUD_QUALITY_INTERNAL == 2 || !defined DEFERRED1
int sampleCount = 4;
float persistance = 0.5;
float noiseMult = 1.14;
#elif CLOUD_QUALITY_INTERNAL == 3
int sampleCount = 4;
float persistance = 0.5;
float noiseMult = 1.0;
#elif CLOUD_QUALITY_INTERNAL == 4
int sampleCount = 5;
float persistance = 0.5;
float noiseMult = 1.05;
#endif
#ifndef DEFERRED1
noiseMult *= 1.2;
#endif
#if CLOUD_DIRECTION == 1
tracePosM.xz = tracePosM.zx;
#endif
for (int i = 0; i < sampleCount; i++) {
#if CLOUD_QUALITY_INTERNAL >= 2
noise += Noise3D(tracePosM - vec3(0.0, 0.0, wind)) * currentPersist;
#else
noise += texture2DLod(noisetex, tracePosM.xz - vec2(0.0, wind), 0.0).b * currentPersist;
#endif
total += currentPersist;
tracePosM *= 3.0;
wind *= 0.5;
currentPersist *= persistance;
}
noise = pow2(noise / total);
#define CLOUD_BASE_ADD 0.8
//#define CLOUD_FAR_ADD -0.005
#define CLOUD_ABOVE_ADD 0.1
float nightCloudRemove = NIGHT_CLOUD_UNBOUND_REMOVE * (1.0 - sunVisibility) * -0.65 + 1.0; // mapped to 1 to 0.65 range
float seasonCloudAdd = 0.0;
#if SEASONS > 0
float autumnOnlyForests = 1.0;
#ifdef AUTUMN_CONDITION
autumnOnlyForests = inForest;
#endif
float autumnWinterTime = autumnTime + winterTime;
#if SNOW_CONDITION != 2
autumnWinterTime *= mix(inSnowy + autumnOnlyForests, inSnowy, winterTime); // make only appear in cold biomes during winter
#endif
#if SNOW_CONDITION == 0
autumnWinterTime *= mix(rainFactor + autumnOnlyForests, rainFactor, winterTime); // make only appear in rain during winter
#endif
seasonCloudAdd += mix(0.0, 0.35, autumnWinterTime);
seasonCloudAdd += mix(0.0, -0.2, summerTime);
#endif
noiseMult *= CLOUD_BASE_ADD
//+ CLOUD_FAR_ADD * sqrt(lTracePosXZ + 10.0) // more/less clouds far away
+ CLOUD_ABOVE_ADD * clamp01(-cloudPlayerPosY / cloudTallness) // more clouds when camera is above them
+ CLOUD_UNBOUND_RAIN_ADD * rainFactor + seasonCloudAdd; // more clouds during rain and seasons
#ifdef DOUBLE_UNBOUND_CLOUDS
if (cloudAltitude != cloudAlt1i)
noise *= noiseMult * CLOUD_UNBOUND_LAYER2_AMOUNT * nightCloudRemove;
else
#endif
noise *= noiseMult * CLOUD_UNBOUND_AMOUNT * nightCloudRemove;
float threshold = clamp(abs(cloudAltitude - tracePos.y) / cloudStretch, 0.001, 0.999);
threshold = pow2(pow2(pow2(threshold)));
return noise - (threshold * 0.2 + 0.25);
}
vec4 GetVolumetricClouds(int cloudAltitude, float distanceThreshold, inout float cloudLinearDepth, float skyFade, float skyMult0, vec3 cameraPos, vec3 nPlayerPos, float lViewPosM, float VdotS, float VdotU, float dither, vec3 sunVec, vec3 viewPos) {
vec4 volumetricClouds = vec4(0.0);
#ifdef DOUBLE_UNBOUND_CLOUDS
float L1cloudStretch = cloudStretch;
if (cloudAltitude != cloudAlt1i) { // second layer
cloudStretch = L2cloudStretch;
cloudTallness = 2.0 * cloudStretch;
}
#endif
float higherPlaneAltitude = cloudAltitude + cloudStretch;
float lowerPlaneAltitude = cloudAltitude - cloudStretch;
float lowerPlaneDistance = (lowerPlaneAltitude - cameraPos.y) / nPlayerPos.y;
float higherPlaneDistance = (higherPlaneAltitude - cameraPos.y) / nPlayerPos.y;
float minPlaneDistance = min(lowerPlaneDistance, higherPlaneDistance);
minPlaneDistance = max(minPlaneDistance, 0.0);
float maxPlaneDistance = max(lowerPlaneDistance, higherPlaneDistance);
if (maxPlaneDistance < 0.0) return vec4(0.0);
float planeDistanceDif = maxPlaneDistance - minPlaneDistance;
#ifndef DEFERRED1
float stepMult = 64.0;
#elif CLOUD_QUALITY_INTERNAL == 1
float stepMult = 16.0;
#elif CLOUD_QUALITY_INTERNAL == 2
float stepMult = 32.0;
#elif CLOUD_QUALITY_INTERNAL == 3
float stepMult = 16.0;
#elif CLOUD_QUALITY_INTERNAL == 4
float stepMult = 24.0;
#endif
#if defined DOUBLE_UNBOUND_CLOUDS && (CLOUD_UNBOUND_LAYER2_SIZE > 10 || CLOUD_UNBOUND_SIZE_MULT > 100)
if (cloudAltitude != cloudAlt1i) {
#if CLOUD_UNBOUND_LAYER2_SIZE > 10
stepMult = stepMult / sqrt(CLOUD_UNBOUND_LAYER2_SIZE * 0.1);
#endif
} else {
#if CLOUD_UNBOUND_SIZE_MULT > 100
stepMult = stepMult / sqrt(float(CLOUD_UNBOUND_SIZE_MULT_M));
#endif
}
#else
#if CLOUD_UNBOUND_SIZE_MULT > 100
stepMult = stepMult / sqrt(float(CLOUD_UNBOUND_SIZE_MULT_M));
#endif
#endif
int sampleCount = int(planeDistanceDif / stepMult + dither + 1);
vec3 traceAdd = nPlayerPos * stepMult;
vec3 tracePos = cameraPos + minPlaneDistance * nPlayerPos;
tracePos += traceAdd * dither;
tracePos.y -= traceAdd.y;
float firstHitPos = 0.0;
float VdotSM1 = max0(sunVisibility > 0.5 ? VdotS : - VdotS);
float VdotSM1M = VdotSM1 * invRainFactor;
float VdotSM2 = pow2(VdotSM1) * abs(sunVisibility - 0.5) * 2.0;
float VdotSM3 = VdotSM2 * (2.5 + rainFactor) + 1.5 * rainFactor;
float VdotSM4 = pow(VdotSM1M, 100.0) * sunVisibility;
#ifdef FIX_AMD_REFLECTION_CRASH
sampleCount = min(sampleCount, 30); //BFARC
#endif
#ifdef AURORA_INFLUENCE
cloudLightColor = getAuroraAmbientColor(cloudLightColor, viewPos, 0.06, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
cloudAmbientColor = getAuroraAmbientColor(cloudAmbientColor, viewPos, 0.03, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
#endif
for (int i = 0; i < sampleCount; i++) {
tracePos += traceAdd;
if (abs(tracePos.y - cloudAltitude) > cloudStretch) break;
vec3 cloudPlayerPos = tracePos - cameraPos;
float lTracePos = length(cloudPlayerPos);
float lTracePosXZ = length(cloudPlayerPos.xz);
float cloudMult = 1.0;
if (lTracePosXZ > distanceThreshold) break;
if (lTracePos > lViewPosM) {
if (skyFade < 0.7) continue;
else cloudMult = skyMult0;
}
float cloudNoise = GetCloudNoise(tracePos, cloudAltitude, lTracePosXZ, cloudPlayerPos.y);
if (cloudNoise > 0.00001) {
#if defined DOUBLE_UNBOUND_CLOUDS
//Fixes overlapping clouds
if (CLOUD_UNBOUND_LAYER2_HEIGHT > CLOUD_STRETCH){
if (cloudAltitude == cloudAlt1i) {
if (abs(tracePos.y - cloudAlt2i) < L2cloudStretch)
continue;
}
} else {
if (cloudAltitude != cloudAlt1i) {
if (abs(tracePos.y - cloudAlt1i) < L1cloudStretch)
continue;
}
}
#endif
#if defined CLOUD_CLOSED_AREA_CHECK && SHADOW_QUALITY > -1
float shadowLength = shadowDistance * 0.9166667; //consistent08JJ622
if (shadowLength < lTracePos)
if (GetShadowOnCloud(tracePos, cameraPos, cloudAltitude, lowerPlaneAltitude, higherPlaneAltitude)) {
if (eyeBrightness.y != 240) continue;
}
#endif
if (firstHitPos < 1.0) {
firstHitPos = lTracePos;
#if CLOUD_QUALITY_INTERNAL == 1 && defined DEFERRED1
tracePos.y += 4.0 * (texture2DLod(noisetex, tracePos.xz * cloudNarrowness * 16.0, 0.0).r - 0.5);
#endif
}
#if defined DOUBLE_UNBOUND_CLOUDS && CLOUD_UNBOUND_LAYER2_TRANSPARENCY != 20
float opacityFactor = cloudAltitude != cloudAlt1i
? min1(cloudNoise * 8.0) * (CLOUD_UNBOUND_LAYER2_TRANSPARENCY * 0.05)
: min1(cloudNoise * 8.0) * CLOUD_TRANSPARENCY;
#else
float opacityFactor = min1(cloudNoise * 8.0) * CLOUD_TRANSPARENCY;
#endif
#ifdef INVERTED_CLOUD_SHADING
float cloudShading = (higherPlaneAltitude - tracePos.y) / cloudTallness;
#else
float cloudShading = 1.0 - (higherPlaneAltitude - tracePos.y) / cloudTallness;
#endif
cloudShading *= 1.0 + 0.2 * VdotSM3 * (1.0 - opacityFactor) + VdotSM4;
#if CLOUD_SHADING_AMOUNT != 10
cloudShading = pow(max0(cloudShading), CLOUD_SHADING_AMOUNT * 0.1);
#endif
#ifdef AURORA_INFLUENCE
cloudLightColor = getAuroraAmbientColor(cloudLightColor, viewPos, 0.1, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
#endif
#if CLOUD_SUN_MOON_SHADING > 0
float visibilityFactor = 1.0;
#if CLOUD_SUN_MOON_SHADING == 1
visibilityFactor = 1.0 - sunVisibility;
#elif CLOUD_SUN_MOON_SHADING == 2
visibilityFactor = sunVisibility;
#endif
if (visibilityFactor > 0.0) {
vec3 worldLightVec = mat3(gbufferModelViewInverse) * sunVec;
float cloudLightRadius = 375.0;
float aboveFade = clamp01(1.0 - (cameraPos.y - cloudAltitude) / (cloudTallness * 3.0));
float radiusFactor = mix(cloudLightRadius * 8.0, cloudLightRadius, aboveFade);
float moonVisibility = abs(1.0 - moonPhase / 4.0);
float sunMult = mix(moonVisibility, 0.85, sunVisibility);
float sunPlaneIntersect = (cloudAltitude - cameraPos.y) / worldLightVec.y;
vec2 posVector = cameraPos.xz + worldLightVec.xz * sunPlaneIntersect - tracePos.xz;
float falloff = exp((1.0 - max0(1.0 - length(posVector) / radiusFactor)) * -6.0) * aboveFade * sunMult;
float sunShadingFactor = clamp01(falloff * mix(1.0, 2.0, aboveFade) * mix(1.0, (lTracePos - minPlaneDistance) / (maxPlaneDistance - minPlaneDistance), 0.75));
vec3 bloodMoonCloudColor = vec3(1.0);
#if BLOOD_MOON > 0
bloodMoonCloudColor = mix(bloodMoonCloudColor, vec3(0.302, 0.0078, 0.0078) * 5, getBloodMoon(sunVisibility));
#endif
cloudLightColor += bloodMoonCloudColor * sunShadingFactor * 0.3 * visibilityFactor;
cloudShading += sunShadingFactor * 0.45 * visibilityFactor;
}
#endif
#if BLOOD_MOON > 0
vec3 hsvCloudLightColor = rgb2hsv(cloudLightColor);
cloudLightColor = mix(cloudLightColor, hsv2rgb(vec3(0, max(0.66, hsvCloudLightColor.y), hsvCloudLightColor.z)), getBloodMoon(sunVisibility));
#endif
vec3 colorSample = cloudAmbientColor * (0.4 + 0.6 * cloudShading) + cloudLightColor * cloudShading;
//vec3 colorSample = 2.5 * cloudLightColor * pow2(cloudShading); // <-- Used this to take the Unbound logo
#ifdef RAIN_ATMOSPHERE
// Lightning flashes around lightning bolt position
vec3 lightningPos = getLightningPos(tracePos - cameraPos, lightningBoltPosition.xyz, false);
vec2 lightningAdd = lightningFlashEffect(lightningPos, vec3(1.0), 550.0, 0.0, 0) * isLightningActive() * 10.0;
colorSample += lightningAdd.y;
// Thunderstorm cloud highlights (randomly appear in stormy weather)
float highlightBoost = getThunderstormCloudHighlights(tracePos, cameraPos.xz, lTracePos, minPlaneDistance, maxPlaneDistance, 0.004);
colorSample += highlightBoost;
#endif
vec3 cloudSkyColor = GetSky(VdotU, VdotS, dither, isEyeInWater == 0, false);
#ifdef ATM_COLOR_MULTS
cloudSkyColor *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
#endif
float distanceRatio = (distanceThreshold - lTracePosXZ) / distanceThreshold;
float cloudDistanceFactor = clamp(distanceRatio, 0.0, 0.8) * 1.25;
float cloudFogFactor = pow2(pow1_5(clamp(distanceRatio, 0.0, 1.0)));
float skyMult1 = 1.0 - 0.2 * (1.0 - skyFade) * max(sunVisibility2, nightFactor);
float skyMult2 = 1.0 - 0.33333 * skyFade;
colorSample = mix(cloudSkyColor, colorSample * skyMult1, cloudFogFactor * skyMult2 * 0.72);
colorSample *= pow2(1.0 - maxBlindnessDarkness);
volumetricClouds.rgb = mix(volumetricClouds.rgb, colorSample, 1.0 - min1(volumetricClouds.a));
volumetricClouds.a += opacityFactor * pow(cloudDistanceFactor, 0.5 + 10.0 * pow(abs(VdotSM1M), 90.0)) * cloudMult;
if (volumetricClouds.a > 0.9) {
volumetricClouds.a = 1.0;
break;
}
}
}
#ifndef DOUBLE_UNBOUND_CLOUDS
if (volumetricClouds.a > 0.5)
#endif
{ cloudLinearDepth = sqrt(firstHitPos / renderDistance); }
return volumetricClouds;
}
@@ -1,296 +0,0 @@
#ifndef ENDCRYSTAL_SAMPLER_DEFINE
uniform isampler2D endcrystal_sampler;
#endif
const float healing_boundRadius = 6.0;
const float healing_ballRadius = 3.5;
const float healing_beamRadius = 0.6;
const float vortex_cylinderRadius = 3.0;
const float vortex_ballRadius = 5.0;
const float death_radius = 70.0;
#ifndef INCLUDE_ENDER_BEAMS
#ifdef GBUFFERS_WATER
float vlFactor = 0.5;
#endif
#endif
vec3 beamPurple = normalize(endColorBeam * endColorBeam * endColorBeam) * (2.5 - 1.0 * vlFactor) * E_BEAM_I;
vec3 endDragonColM = sqrt(endOrangeCol);
vec3 beamColM = sqrt(beamPurple);
float GetBallRadius(float state) {
return vortex_ballRadius * (1.0 + 4.0 * sqrt(1.0 - state));
}
float VortexWidth(float x, float ballRadius) {
if (x > 0.5 * ballRadius) {
float expScale = sqrt(0.75) * ballRadius - vortex_cylinderRadius;
return vortex_cylinderRadius + expScale * exp( -sqrt(1.0/3.0) / expScale * (x - 0.5 * ballRadius));
} else if (x > -ballRadius) {
return sqrt(pow2(ballRadius) - pow2(x));
}
return 0.0;
}
vec4 SampleEndCrystalVortex(vec3 relPos, vec2 state, vec2 noiseOffset) {
float thisBallRadius = GetBallRadius(state.x);
float beamFactor = smoothstep(-thisBallRadius, thisBallRadius, relPos.y);
float featureWidth = VortexWidth(relPos.y, thisBallRadius);
vec2 horizontalScaledPos = featureWidth > 0.0 ? relPos.xz / featureWidth : vec2(2.0);
float featureDist = length(horizontalScaledPos);
if (length(relPos.xz) > featureWidth) {
return vec4(0);
}
float beamStrength = 2.5 * beamFactor * (cos(featureDist * 3.1416) * 0.5 + 0.5) * pow2(max(0.0, 1 - pow2(0.005 / (0.9 * state.x + 0.1) / pow2(pow2(state.y)) * relPos.y))) * state.x;
float spiralStrength = 200 * beamFactor * pow(featureDist, 7) * pow2(1.0 - featureDist) * pow2(max(0.0, 1 - pow2(0.02 / (0.6 * state.x * state.x + 0.4) / state.y * relPos.y)));
float spiralAngle = (0.4 / vortex_cylinderRadius * relPos.y - 0.2 * pow2(min(0.0, -2.5 + relPos.y / thisBallRadius))) / (state.x + 0.2);
vec2 spiralPos = mat2(cos(spiralAngle), -sin(spiralAngle), sin(spiralAngle), cos(spiralAngle)) * horizontalScaledPos;
vec4 beamNoise = texture2DLod(noisetex, noiseOffset + 5.0 / noiseTextureResolution * horizontalScaledPos, 0.0);
vec4 beamNoise2 = texture2DLod(noisetex, noiseOffset + 5.0 / noiseTextureResolution * vec2(relPos.y * 0.02 + 2.7 * beamNoise.gb - 3.6 * frameTimeCounter * 0.5), 0.0);
vec4 spiralNoise = texture2DLod(noisetex, noiseOffset + 5.0 / noiseTextureResolution * spiralPos, 0.0);
vec4 spiralNoise2 = texture2DLod(noisetex, noiseOffset + 20.0 / noiseTextureResolution * spiralPos, 0.0);
return vec4(beamStrength * beamNoise.r * beamNoise2.r * endDragonColM + spiralStrength * pow2(spiralNoise.r) * (0.5 + spiralNoise2.r) * beamColM, beamStrength + spiralStrength) * 0.3;
}
vec4 SingleEndCrystalVortex(vec3 start, vec3 direction, vec3 center, vec2 state, float dither) {
const float stepSize = 0.5;
float invHorizontalDirLen = 1.0 / length(direction.xz);
float thisBallRadius = GetBallRadius(state.x);
float closestProgress = clamp(
dot(center.xz - start.xz, direction.xz) * pow2(invHorizontalDirLen),
-thisBallRadius * invHorizontalDirLen,
1.0 + thisBallRadius * invHorizontalDirLen);
vec3 closestPos = start + closestProgress * direction;
float closestDist = length(closestPos.xz - center.xz);
if (closestDist > thisBallRadius) {
return vec4(0);
}
float startProgress = closestProgress - sqrt((thisBallRadius * thisBallRadius - closestDist * closestDist)) * invHorizontalDirLen;
float endProgress = min(1.0, 2 * closestProgress - startProgress);
startProgress = max(0.0, startProgress);
vec2 noiseOffset = (center.xz + cameraPosition.xz + vec2(3.0, 1.6) * frameTimeCounter) * 0.005;
vec4 colour = vec4(0);
float dist = startProgress + dither * invHorizontalDirLen * stepSize;
for (int k = 0; k < 100; k++) {
if (dist > endProgress) break;
colour += SampleEndCrystalVortex(start + dist * direction - center, state, noiseOffset);
dist += invHorizontalDirLen * stepSize;
}
return colour * stepSize * smoothstep(0.0, 1.0, state.x);
}
float EndCrystalBeamWidth(float x, float len) {
x = 0.5 * len - abs(x - 0.5 * len);
if (x <= -healing_ballRadius) return 0.0;
if (x < 0.5 * healing_ballRadius) return sqrt(pow2(healing_ballRadius) - pow2(x));
float expScale = sqrt(0.75) * healing_ballRadius - healing_beamRadius;
return healing_beamRadius + expScale * exp( -sqrt(1.0/3.0) / expScale * (x - 0.5 * healing_ballRadius));
}
vec4 SampleEndCrystalBeam(vec3 relPos, float len) {
float beamWidth = EndCrystalBeamWidth(relPos.x, len);
if (beamWidth > 0.0001) {
float beamFactor = smoothstep(0.0, 2.0 * healing_ballRadius, 0.5 * len - abs(relPos.x - 0.5 * len));
float noisyTime = frameTimeCounter + 0.4 * texture2DLod(noisetex, vec2(3.0 / noiseTextureResolution, frameTimeCounter / (0.45 * noiseTextureResolution)), 0.0).r;
relPos.yz /= beamWidth;
float strength = 0.0;
vec3 healBeamColor = vec3(0);
for (int k = 0; k < 3; k++) {
vec2 noiseCoords = vec2(0.2 / noiseTextureResolution * relPos.x, 0 + vec2(k, 6 * k) / noiseTextureResolution);
vec4 zapNoise0 = texture2DLod(noisetex, noiseCoords + floor(8.0 * noisyTime) / noiseTextureResolution, 0.0);
vec4 zapNoise1 = texture2DLod(noisetex, 3.3 * noiseCoords + floor(8.0 * noisyTime) / noiseTextureResolution, 0.0);
vec4 zapNoise2 = texture2DLod(noisetex, 6.8 * noiseCoords + (15.0 * frameTimeCounter) / noiseTextureResolution, 0.0);
vec2 thisRelPos = relPos.yz + beamFactor / beamWidth * (6.0 * zapNoise0.rb + 1.6 * zapNoise1.rb + 1.2 * zapNoise2.rb - (3.0 + 0.8 + 0.6));
vec4 sideNoise = texture2DLod(noisetex, (7.0 * thisRelPos.xy) / noiseTextureResolution, 0.0);
vec3 colorNoise = texture2DLod(noisetex, 4.0 * noiseCoords + floor(12.0 * noisyTime) / noiseTextureResolution, 0.0).rgb;
float centerDist0 = length(thisRelPos.xy);
float centerDist = centerDist0 - 1.2;
strength = max(strength, clamp( -centerDist, 0.0, 0.2) * pow2(max(0.0, 1.0 - pow2((centerDist0 - 1.0) * beamWidth * 0.5))) * mix(1.0, sideNoise.b, beamWidth / healing_ballRadius));
healBeamColor = mix(clamp01(saturateColors(beamColM, 0.8) - sideNoise.rgb * 0.08), saturateColors(beamColM, 1.3) * 1.3, colorNoise);
}
return strength / beamWidth * vec4(healBeamColor * 0.5, 1.0) + 0.2 * beamFactor * exp(-6.0 * dot(relPos.yz, relPos.yz)) * vec4(endDragonColM * 2.2, 1.0);
}
return vec4(0.0);
}
vec4 EndCrystalBeam(vec3 start, vec3 direction, vec3 startPos, vec3 endPos, float dither) {
vec3 startDiff = start - startPos;
vec3 beamDirection = endPos - startPos;
mat3 rotMat;
rotMat[0] = normalize(beamDirection);
rotMat[1] = normalize(cross(beamDirection, vec3(-2e-4, 1, 1e-5)));
rotMat[2] = cross(rotMat[0], rotMat[1]);
start *= rotMat;
startPos *= rotMat;
beamDirection *= rotMat;
direction *= rotMat;
const float stepSize = 0.5;
float invHorizontalDirLen = 1.0 / length(direction.yz);
float closestProgress = clamp(
dot(startPos.yz - start.yz, direction.yz) * pow2(invHorizontalDirLen),
-healing_boundRadius * invHorizontalDirLen,
1.0 + healing_boundRadius * invHorizontalDirLen);
vec3 closestPos = start + closestProgress * direction;
float closestDist = length(closestPos.yz - startPos.yz);
if (closestDist > healing_boundRadius) {
return vec4(0);
}
float startProgress = closestProgress - sqrt((healing_boundRadius * healing_boundRadius - closestDist * closestDist)) * invHorizontalDirLen;
float endProgress = min(1.0, 2 * closestProgress - startProgress);
startProgress = max(0.0, startProgress);
vec4 colour = vec4(0);
float dist = startProgress + dither * invHorizontalDirLen * stepSize;
for (int k = 0; k < 100; k++) {
if (dist > endProgress) break;
colour += SampleEndCrystalBeam(start + dist * direction - startPos, beamDirection.x);
dist += invHorizontalDirLen * stepSize;
}
return 3.0 * log(length(colour) * stepSize + 1.0) * normalize(colour + 0.0000001);
}
float GetDragonDeathFactor(float dragonDeathTime) {
return 0.02 * dragonDeathTime * exp(0.1 * dragonDeathTime);
}
vec4 SampleDeathBuildup(vec3 relPos, float dragonDeathTime) {
float effectFactor = GetDragonDeathFactor(dragonDeathTime);
float effectRadius = death_radius * effectFactor;
float sizeNoiseFactor = 1.0 + 0.3 * texture2DLod(noisetex, vec2(0.2, dragonDeathTime * 5.0 / noiseTextureResolution), 0.0).r;
float centerDist = length(relPos) / effectRadius;
relPos *= sizeNoiseFactor;
float angle = centerDist * 5.0 / log(dragonDeathTime * 0.6 + 1.0);
mat2 rotMat = mat2(
cos(angle), sin(angle),
-sin(angle), cos(angle)
);
relPos.xz = rotMat * relPos.xz;
vec2 val = pow(fract(hash23(floor(0.8 * relPos + 2.7 * sign(relPos) * exp(0.3 * dragonDeathTime)))), vec2(40.0 * pow2(centerDist))) * (1.0 - centerDist);
return 0.1 * (vec4(beamColM, 1.0) * (val.x + 0.4 * exp(-8.0 * pow2(centerDist))) + vec4(endDragonColM, 1.0) * (val.y + 0.1 * exp(-3.0 * pow2(centerDist))));
}
vec4 DragonDeathAnimation(vec3 start, vec3 direction, vec3 dragonPos, float dragonDeathTime, float dragonDeathFactor, float dither) {
float dirLen = length(direction);
float closestProgress = dot(dragonPos - start, direction) / pow2(dirLen);
vec4 colour = vec4(0);
if (dragonDeathFactor >= 0.99) {
float effectRadius = death_radius * GetDragonDeathFactor(dragonDeathTime);
vec3 closestPos = start + closestProgress * direction;
float closestDist = length(closestPos - dragonPos);
if (closestDist >= effectRadius) return vec4(0.0);
float stepSize = 0.5 / dirLen;
float startProgress = closestProgress - sqrt(pow2(effectRadius) - pow2(closestDist)) / dirLen;
float endProgress = min(1.0, 2.0 * closestProgress - startProgress);
startProgress = max(0.0, startProgress);
float dist = startProgress + stepSize * dither;
for (int k = 0; k < 150; k++) {
if (dist > endProgress) break;
colour += SampleDeathBuildup(start + dist * direction - dragonPos, dragonDeathTime);
dist += stepSize;
}
colour *= stepSize * dirLen;
} else {
vec3 closestPos = start + clamp(closestProgress, 0.0, 1.0) * direction;
float closestDist = length(dragonPos - closestPos);
colour = vec4(endDragonColM + 0.5 * beamColM, 1.0) * (0.4 * death_radius * (1.0 - exp(-dirLen/(4.0 * death_radius))) * exp(-10.0 * (1.0 - dragonDeathFactor) - closestDist * closestDist / (death_radius * death_radius)) * dragonDeathFactor);
}
return colour;
}
vec4 EndCrystalVortices(vec3 start, vec3 direction, float dither) {
vec4 color = vec4(0);
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1 || DRAGON_DEATH_EFFECT_INTERNAL > 0
ivec4 rawDragonPos = ivec4(
texelFetch(endcrystal_sampler, ivec2(35, 5), 0).r,
texelFetch(endcrystal_sampler, ivec2(35, 6), 0).r,
texelFetch(endcrystal_sampler, ivec2(35, 7), 0).r,
texelFetch(endcrystal_sampler, ivec2(35, 8), 0).r
);
vec3 dragonPos = rawDragonPos.xyz != ivec3(0) ? 0.0001 * rawDragonPos.xyz : vec3(0.5, 80.5, 0.5) - cameraPosition;
#endif
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1
vec3[15] healBeamEndPositions;
int isTarget = 0;
int healBeamCount = 15;
for (int k = 0; k < 15; k++) {
ivec4 rawPos = ivec4(
texelFetch(endcrystal_sampler, ivec2(20 + k, 5), 0).r,
texelFetch(endcrystal_sampler, ivec2(20 + k, 6), 0).r,
texelFetch(endcrystal_sampler, ivec2(20 + k, 7), 0).r,
texelFetch(endcrystal_sampler, ivec2(20 + k, 8), 0).r
);
if (rawPos.w == 0) {
healBeamCount = k;
break;
}
healBeamEndPositions[k] = vec3(rawPos.xyz) / rawPos.w;
isTarget |= (length(healBeamEndPositions[k].xz + cameraPosition.xz - 0.5) < 4.5 || length(dragonPos - healBeamEndPositions[k]) < 5.0) ? 1 << k : 0;
}
#endif
#if END_CRYSTAL_VORTEX_INTERNAL % 2 == 1
for (int k = 0; k < 20; k++) {
if (texelFetch(endcrystal_sampler, ivec2(k, 8), 0).r <= 0) continue;
ivec4 rawPos = ivec4(
texelFetch(endcrystal_sampler, ivec2(k, 5), 0).r,
texelFetch(endcrystal_sampler, ivec2(k, 6), 0).r,
texelFetch(endcrystal_sampler, ivec2(k, 7), 0).r,
texelFetch(endcrystal_sampler, ivec2(k, 8), 0).r
);
if (rawPos.w <= 0) {
continue;
}
int age = texelFetch(endcrystal_sampler, ivec2(k, 9), 0).r;
vec3 pos = rawPos.xyz * 0.0001;
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1
for (int i = 0; i < healBeamCount; i++) {
isTarget |= length(pos - healBeamEndPositions[i]) < 4.5 ? 1<<(i+15) : 0;
}
#endif
vec2 state = vec2(clamp(rawPos.w / 15000.0, 0.0, 1.0), 1.00001 - exp(-0.0001 * age));
if (length(pos) > min(shadowDistance, far) * 0.9 && state.x < 0.999) {
state.y = state.x;
state.x = 1.0;
}
vec4 thisVortexCol = pow2(SingleEndCrystalVortex(start, direction, pos, state, dither));
color += thisVortexCol;
}
#endif
#if END_CRYSTAL_VORTEX_INTERNAL / 2 == 1
for (int k = 0; k < healBeamCount; k++) {
for (int l = k+1; l < healBeamCount; l++) {
if (
((isTarget >> k & 1) == 0 ^^ (isTarget >> l & 1) == 0)
#if END_CRYSTAL_VORTEX_INTERNAL % 2 == 1
&& ((isTarget >> k + 15 & 1) == 0 ^^ (isTarget >> l + 15 & 1) == 0)
#endif
) {
vec3 pos0 = healBeamEndPositions[k];
vec3 pos1 = healBeamEndPositions[l];
if (pos0.y > pos1.y) {
vec3 tmp = pos0;
pos0 = pos1;
pos1 = tmp;
}
color += pow2(EndCrystalBeam(start, direction, pos0, pos1, dither));
}
}
}
#endif
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
int isDying = texelFetch(endcrystal_sampler, ivec2(35, 0), 0).r;
float dragonDeathTime = 0.0001 * rawDragonPos.w;
float dragonDeathFactor = 0.0001 * isDying;
// dragonDeathTime = mod(frameTimeCounter, 22.0);
// dragonDeathFactor = 2.2 - 0.1 * dragonDeathTime;
// dragonPos = vec3(0, 80, 0) - cameraPosition;
if (dragonDeathFactor > 0.001) {
color += pow2(DragonDeathAnimation(start, direction, dragonPos, dragonDeathTime, dragonDeathFactor, dither));
}
#endif
return sqrt(color) * (1.0 - maxBlindnessDarkness);
}
@@ -1,46 +0,0 @@
vec3 DrawEndFlash(vec3 nViewPos, float VdotU, float dither) {
vec3 worldEndFlashPosition = mat3(gbufferModelViewInverse) * endFlashPosition;
worldEndFlashPosition = normalize(worldEndFlashPosition);
vec3 nViewPosWorld = mat3(gbufferModelViewInverse) * nViewPos;
nViewPosWorld = normalize(nViewPosWorld);
vec3 horizontalEndPos = normalize(vec3(worldEndFlashPosition.x, 0.0, worldEndFlashPosition.z));
vec3 horizontalViewPos = normalize(vec3(nViewPosWorld.x, 0.0, nViewPosWorld.z));
float horizDirFactor = pow(max0(dot(horizontalEndPos, horizontalViewPos)), 0.2);
float dirFactor = pow(max0(dot(worldEndFlashPosition, nViewPosWorld)), 10.0);
float verticalDist = abs(nViewPosWorld.y - worldEndFlashPosition.y);
float verticalFalloff = exp(-pow2(verticalDist * 5.5));
float endFlashFactor = endFlashIntensity * dirFactor * verticalFalloff;
if (endFlashFactor < 0.001) return vec3(0.0);
float time = frameTimeCounter * 0.05;
float pulse = sin(time * 3.0) * 0.5 + 0.5;
vec2 noiseCoord = horizontalViewPos.xz * 0.5 + time * 0.05;
float noise1 = texture2DLod(noisetex, noiseCoord, 0).r;
float noise2 = texture2DLod(noisetex, noiseCoord * 2.7 - time * 0.17, 0).g;
float noise3 = texture2DLod(noisetex, noiseCoord * 0.5 + time * 0.05, 0).b;
float rayFactor = pow(noise1 * noise2, 1.5) * 2.0;
float stripeFactor = pow(horizDirFactor, 2.0 + 4.0 * pulse);
// Inner core and wave animations
float radius = 1.0 + sin(time * 2.0) * 0.1;
float distFromCenter = length(dot(horizontalEndPos, horizontalViewPos));
float waveFront = smoothstep(0.0, 0.2, 1.0 - abs(distFromCenter - radius) * (4.0 + pulse * 4.0));
float core = pow(horizDirFactor, 1.0 + pulse * 2.0) * (1.0 + noise3 * 0.5);
float flashIntensity = mix(core, waveFront, 0.5) * endFlashFactor * (0.6 + rayFactor * 0.8);
flashIntensity *= stripeFactor;
vec3 orangeColor = mix(endOrangeCol, vec3(1.0), 0.3) * (1.2 + noise2 * 1.3);
vec3 finalColor = saturateColors(orangeColor, 0.8) * flashIntensity * 0.7;
return finalColor;
}
@@ -1,63 +0,0 @@
#ifndef ENDCRYSTAL_SAMPLER_DEFINE
uniform isampler2D endcrystal_sampler;
#endif
vec2 RayAABoxIntersection(vec2 start, vec2 dir, vec2 lower, vec2 upper) {
dir += 0.000001 * vec2(equal(dir, vec2(0)));
vec2 front = mix(upper, lower, 0.5 * sign(dir) + 0.5);
vec2 back = mix(lower, upper, 0.5 * sign(dir) + 0.5);
vec2 front_iscts = (front - start) / dir;
vec2 back_iscts = (back - start) / dir;
float front_isct = max(front_iscts.x, front_iscts.y);
float back_isct = min(back_iscts.x , back_iscts.y );
return front_isct < back_isct ? vec2(front_isct, back_isct) : vec2(-1);
}
vec4 GetEndPortalBeamNoise(vec3 relPos) {
float colMixFactor = texture2DLod(noisetex, (relPos.xz + 0.1 * frameTimeCounter * vec2(-0.5, 1.5)) * 10.0 / noiseTextureResolution, 0.0).r;
float strengthMul = texture2DLod(noisetex, (relPos.xz + 0.1 * frameTimeCounter * vec2(1.5, -1.0)) * 5.0 / noiseTextureResolution + 0.2, 0.0).r;
colMixFactor = pow2(pow2(colMixFactor));
strengthMul = pow2(strengthMul);
vec3 col = mix(vec3(0.1137, 0.5569, 0.5255), vec3(0.3725, 0.8863, 0.749), colMixFactor);
float strength
= float(relPos.y > 0 && relPos.y < 2)
* (2 - relPos.y)
/ (3 * relPos.y*relPos.y*relPos.y + 1)
* (strengthMul + 0.5);
return pow2(vec4(col, 1) * strength);
}
vec4 GetEndPortalBeam(vec3 start, vec3 dir) {
if (texelFetch(endcrystal_sampler, ivec2(35, 4), 0).r == 1) {
ivec4 rawPortalPos = ivec4(
texelFetch(endcrystal_sampler, ivec2(35, 5), 0).r,
texelFetch(endcrystal_sampler, ivec2(35, 6), 0).r,
texelFetch(endcrystal_sampler, ivec2(35, 7), 0).r,
texelFetch(endcrystal_sampler, ivec2(35, 8), 0).r
);
if (rawPortalPos.w > 0) {
vec3 portalPos = floor(vec3(rawPortalPos.xyz) / max(1, rawPortalPos.w) + 0.5) + 0.5 - cameraPositionFract;
vec2 iscts = RayAABoxIntersection(start.xz, dir.xz, portalPos.xz - 1.49, portalPos.xz + 1.49);
int validIsctCount = 0;
vec3[2] isctPositions;
for (int k = 0; k < 2; k++) {
if (iscts[k] > 0.0 && iscts[k] < 1.0) {
isctPositions[validIsctCount++] = start + iscts[k] * dir;
}
}
vec4 col = vec4(0.0);
for (int k = 0; k < validIsctCount; k++) {
col += GetEndPortalBeamNoise(isctPositions[k] - portalPos);
}
vec3 absDir = abs(dir);
float maxDir = max(absDir.x, max(absDir.y, absDir.z));
float transition = 1.0 - pow3(min1(maxDir / mix(40, 10, maxBlindnessDarkness) * 2.0)); // fade to 0 when close to the range limit (32 blocks)
col *= transition;
return col;
}
}
return vec4(0.0);
}
@@ -1,88 +0,0 @@
#ifndef INCLUDE_ENDER_BEAMS
#define INCLUDE_ENDER_BEAMS
#include "/lib/colors/lightAndAmbientColors.glsl"
vec2 wind = vec2(syncedTime * 0.00);
float BeamNoise(vec2 planeCoord, vec2 wind) {
float noise = texture2DLod(noisetex, planeCoord * 0.175 - wind * 0.0625, 0.0).b;
noise+= texture2DLod(noisetex, planeCoord * 0.04375 + wind * 0.0375, 0.0).b * 5.0;
return noise;
}
vec3 DrawEnderBeams(float VdotU, vec3 playerPos, vec3 nViewPos) {
int sampleCount = 8;
float beamMult = 1.0;
float beamPow = 3.0;
float beamPurpleReducer = vlFactor;
float beamOrangeIncreaser = vlFactor;
float VdotUM = 1.0 - pow2(VdotU);
float VdotUM2 = sqrt(VdotUM) + 0.15 * smoothstep1(pow2(pow2(1.0 - abs(VdotU))));
#if defined IS_IRIS && MC_VERSION >= 12109 && EP_END_FLASH % 2 == 0
vec3 worldEndFlashPosition = mat3(gbufferModelViewInverse) * endFlashPosition;
worldEndFlashPosition = normalize(vec3(worldEndFlashPosition.x, 0.0, worldEndFlashPosition.z));
vec3 nViewPosWorld = mat3(gbufferModelViewInverse) * nViewPos;
vec3 nViewPosWorldM = normalize(vec3(nViewPosWorld.x, 0.0, nViewPosWorld.z));
float endFlashDirectionFactor = pow(max0(dot(worldEndFlashPosition, nViewPosWorldM)), 12.0);
float endFlashFactor = endFlashIntensity * endFlashDirectionFactor;
beamOrangeIncreaser = mix(beamOrangeIncreaser, 1.0, endFlashFactor);
beamPurpleReducer = mix(beamPurpleReducer, 1.6, endFlashFactor);
beamPow = mix(beamPow, 0.7, endFlashFactor * (pow(VdotUM, 8.0) * 0.75 + 0.25 * pow(1.0 - abs(VdotU) * 0.1 - 0.9 * pow2(VdotU), 30.0)));
//beamPow = max(beamPow, 0.0001); // fix NaNs
VdotUM = mix(VdotUM, sqrt2(VdotUM), endFlashFactor);
#endif
vec3 beamPurple = normalize(endColorBeam * endColorBeam * endColorBeam) * (2.5 - beamPurpleReducer) * E_BEAM_I;
vec3 beamOrange = endOrangeCol * (300.0 + 700.0 * beamOrangeIncreaser);
vec4 beams = vec4(0.0);
float gradientMix = 1.0;
for (int i = 0; i < sampleCount; i++) {
vec2 planeCoord = playerPos.xz + cameraPosition.xz;
planeCoord *= (1.0 + i * 6.0 / sampleCount) * 0.0014;
float noise = BeamNoise(planeCoord, wind);
#ifndef BEAMS_NEAR_PLAYER
noise = max(0.75 - 1.0 / abs(noise - (4.0 + VdotUM * 2.0)), 0.0) * 3.0;
#else
noise = max(0.75 - 1.0 / abs(noise - (4.0 + dot(upVec, upVec) * 2.0)), 0.0) * 3.0;
#endif
if (noise > 0.0) {
noise *= 0.65;
float fireNoise = texture2DLod(noisetex, abs(planeCoord * 0.2) - wind, 0.0).b;
noise *= 0.5 * fireNoise + 0.75;
//noise = max0(noise); // fix NaNs
noise = pow(noise, 1.75) * 2.9 / sampleCount;
#ifndef BEAMS_NEAR_PLAYER
noise *= VdotUM2;
#endif
vec3 beamColor = beamPurple;
beamColor += beamOrange * pow2(pow2(fireNoise - 0.5));
beamColor *= gradientMix / sampleCount;
noise *= exp2(-6.0 * i / float(sampleCount));
beams += vec4(noise * beamColor, noise);
}
gradientMix += 1.0;
}
#ifdef RAIN_ATMOSPHERE
beams.rgb += 0.2 * isLightningActive();
#endif
beamMult *= pow(beams.a, beamPow) * 3.5;
beams.rgb = sqrt(beams.rgb) * beamMult;
if(any(isnan(beams.rgb))) beams.rgb = vec3(0.0);
return beams.rgb;
}
#endif //INCLUDE_ENDER_BEAMS
@@ -1,48 +0,0 @@
#include "/lib/shaderSettings/enderStars.glsl"
vec3 GetEnderStars(vec3 viewPos, float VdotU, float sizeMult, float starAmount) {
vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos * 1000.0, 1.0)).xyz);
vec3 starCoord = 0.65 * wpos / (abs(wpos.y) + length(wpos.xz));
vec2 starCoord2 = starCoord.xz * 0.5 / (END_STAR_SIZE * sizeMult);
starCoord2 += VdotU < 0.0 ? 100.0 : 0.0;
const float starFactor = 1024.0;
vec2 fractPart = fract(starCoord2 * starFactor);
starCoord2 = floor(starCoord2 * starFactor) / starFactor;
float star = GetStarNoise(starCoord2.xy) * GetStarNoise(starCoord2.xy+0.1) * GetStarNoise(starCoord2.xy+0.23);
#if END_STAR_AMOUNT == 0
star = max0(star - 0.77);
#elif END_STAR_AMOUNT == 2
star = max0((star + 0.15) * 0.9 - 0.7);
#elif END_STAR_AMOUNT == 3
star = max0((star + 0.4) * 0.8 - 0.7);
#elif END_STAR_AMOUNT == 4
star = max0((star + 0.5) * 0.8 - 0.7);
#else
star = max0(star - 0.7);
#endif
star *= getStarEdgeFactor(fractPart, STAR_ROUNDNESS_END / 10.0, STAR_SOFTNESS_END);
star = max0(star - starAmount * 0.1);
star *= star;
vec3 starColor = GetStarColor(starCoord2,
endSkyColor,
vec3(STAR_COLOR_1_END_R, STAR_COLOR_1_END_G, STAR_COLOR_1_END_B),
vec3(STAR_COLOR_2_END_R, STAR_COLOR_2_END_G, STAR_COLOR_2_END_B),
vec3(STAR_COLOR_3_END_R, STAR_COLOR_3_END_G, STAR_COLOR_3_END_B),
float(STAR_COLOR_VARIATION_END));
vec3 enderStars = star * starColor * 3000.0 * END_STAR_BRIGHTNESS;
float VdotUM1 = abs(VdotU);
float VdotUM2 = pow2(1.0 - VdotUM1);
enderStars *= VdotUM1 * VdotUM1 * (VdotUM2 + 0.015) + 0.015;
#if END_TWINKLING_STARS > 0
enderStars *= getTwinklingStars(starCoord2, float(END_TWINKLING_STARS));
#endif
return enderStars;
}
@@ -1,46 +0,0 @@
#include "/lib/shaderSettings/bloom.glsl"
#ifdef CAVE_FOG
#include "/lib/atmospherics/fog/caveFactor.glsl"
#endif
const float rainBloomAdd = 8.0;
const float nightBloomAdd = 3.0;
const float caveBloomAdd = 14.0;
const float waterBloomAdd = 14.0;
#ifdef BORDER_FOG
const float netherBloomAdd = 14.0;
#else
const float netherBloomAdd = 3.0;
#endif
float GetBloomFog(float lViewPos) {
#ifdef OVERWORLD
float bloomFog = pow2(pow2(1.0 - exp(-lViewPos * (0.02 + 0.04 * float(isEyeInWater == 1)))));
float bloomFogMult;
if (isEyeInWater != 1) {
bloomFogMult = (rainFactor2 * rainBloomAdd + nightBloomAdd * (1.0 - sunFactor)) * eyeBrightnessM;
#ifdef CAVE_FOG
bloomFogMult += GetCaveFactor() * caveBloomAdd;
#endif
} else {
bloomFogMult = waterBloomAdd;
}
#elif defined NETHER
float farM = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG
float bloomFog = lViewPos / clamp(farM, 96.0, 256.0);
bloomFog *= bloomFog * bloomFog;
bloomFog = 1.0 - exp(-8.0 * bloomFog);
bloomFog *= float(isEyeInWater == 0);
float bloomFogMult = netherBloomAdd;
#else
float bloomFog = 0.0;
float bloomFogMult = 0.0;
#endif
bloomFogMult *= BLOOM_STRENGTH * 8.33333;
return 1.0 + bloomFog * bloomFogMult;
}
@@ -1,21 +0,0 @@
#ifndef INCLUDE_CAVE_FACTOR
#define INCLUDE_CAVE_FACTOR
#define CAVE_FOG_R_NEW 0.13 // [0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
#define CAVE_FOG_G_NEW 0.13 // [0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
#define CAVE_FOG_B_NEW 0.15 // [0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
#define CAVE_FOG_I 1.00 //[0.20 0.25 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.55 1.60 1.65 1.70 1.75 1.80 1.85 1.90 1.95 2.0]
float GetCaveFactor() {
return clamp(1.0 - cameraPosition.y / oceanAltitude, 0.0, 1.0 - eyeBrightnessM);
}
vec3 caveFogColorRaw = vec3(CAVE_FOG_R_NEW, CAVE_FOG_G_NEW, CAVE_FOG_B_NEW) * CAVE_FOG_I;
#if CAVE_LIGHTING < 100
vec3 caveFogColor = caveFogColorRaw * 0.7;
#elif CAVE_LIGHTING == 100
vec3 caveFogColor = caveFogColorRaw * (0.7 + 0.3 * vsBrightness); // Default
#elif CAVE_LIGHTING > 100
vec3 caveFogColor = caveFogColorRaw;
#endif
#endif
@@ -1,78 +0,0 @@
vec3 GetColoredLightFog(vec3 nPlayerPos, vec3 translucentMult, float lViewPos, float lViewPos1, float dither, float vlFactor) {
vec3 lightFog = vec3(0.0);
float stepMult = 8.0;
#ifdef CAVE_SMOKE
float caveFactor = GetCaveFactor() * (1.0 - clamp01(isEyeInWater));
#endif
float maxDist = min(effectiveACTdistance * 0.5, far);
int sampleCount = int(maxDist / stepMult + 0.001);
vec3 traceAdd = nPlayerPos * stepMult;
vec3 tracePos = traceAdd * dither;
for (int i = 0; i < sampleCount; i++) {
tracePos += traceAdd;
float lTracePos = length(tracePos);
if (lTracePos > lViewPos1) break;
if (any(greaterThan(abs(tracePos * 2.0), vec3(voxelVolumeSize)))) break;
vec3 voxelPos = SceneToVoxel(tracePos);
voxelPos = clamp01(voxelPos / vec3(voxelVolumeSize));
vec4 lightVolume = GetLightVolume(voxelPos);
vec3 lightSample = lightVolume.rgb;
#if defined END && END_CENTER_LIGHTING > 0 && MC_VERSION >= 10900 && defined END_CENTER_LIGHTING_AFFECT_BLOCKLIGHT
vec3 endCenterCol = saturateColors(vec3(END_CENTER_LIGHTING_R, END_CENTER_LIGHTING_G, END_CENTER_LIGHTING_B), 1.1);
vec3 endCenterPos = vec3(0.5, 60.5, 0.5) - (tracePos + cameraPositionBest);
endCenterPos.y *= 0.66; // Make it a pill-shaped point light
float rawDistance = length(endCenterPos);
float endCenterLightDist = exp(-rawDistance * 0.62) * 100;
lightSample = mix(lightSample, clamp01(saturateColors(endCenterCol, 1.3)), clamp01(endCenterLightDist) * (1.0 - vlFactor));
#endif
float lTracePosM = length(
vec3(
tracePos.x,
#if COLORED_LIGHTING_INTERNAL <= 512
tracePos.y * 2.0,
#elif COLORED_LIGHTING_INTERNAL == 768
tracePos.y * 3.0,
#elif COLORED_LIGHTING_INTERNAL == 1024
tracePos.y * 4.0,
#endif
tracePos.z
)
);
lightSample *= max0(1.0 - lTracePosM / maxDist);
lightSample *= pow2(min1(lTracePos * 0.03125));
#ifdef CAVE_SMOKE
if (caveFactor > 0.00001) {
vec3 smokePos = 0.0025 * (tracePos + cameraPosition);
vec3 smokeWind = frameTimeCounter * vec3(0.006, 0.003, 0.0);
float smoke = Noise3D(smokePos + smokeWind)
* Noise3D(smokePos * 3.0 - smokeWind)
* Noise3D(smokePos * 9.0 + smokeWind);
smoke = smoothstep1(smoke);
lightSample *= mix(1.0, smoke * 16.0, caveFactor);
lightSample += caveFogColor * pow2(smoke) * 0.05 * caveFactor;
}
#endif
if (lTracePos > lViewPos) lightSample *= translucentMult;
lightFog += lightSample;
}
#ifdef NETHER
lightFog *= netherColor * 5.0;
#endif
lightFog *= 1.0 - maxBlindnessDarkness;
lightFog = pow(lightFog / sampleCount, vec3(0.25));
return lightFog;
}
@@ -1,18 +0,0 @@
#if !defined END_CENTER_FOG
#define END_CENTER_FOG
float doEndCenterFog(vec3 ro, vec3 rayDir, float wsdist, float falloff) { // Thanks to FoZy STYLE
vec3 d = ro - vec3(0.5, 60.5, 0.5); // Light source vector
d.y *= 0.7;
rayDir.y *= 0.7;
float a = falloff * dot(rayDir, rayDir);
float b = 2.0 * falloff * dot(rayDir, d);
float c = 1.0 + falloff * dot(d, d);
float sqrtDiscr = max(0.001, sqrt(4.0 * a * c - b * b));
float upper = (2.0 * a * wsdist + b) / sqrtDiscr;
float lower = b / sqrtDiscr;
return 2.0 * (atan(upper) - atan(lower)) / sqrtDiscr;
}
#endif
@@ -1,277 +0,0 @@
#include "/lib/shaderSettings/mainFog.glsl"
#ifdef ATM_COLOR_MULTS
#include "/lib/colors/colorMultipliers.glsl"
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
#include "/lib/colors/moonPhaseInfluence.glsl"
#endif
#ifdef BORDER_FOG
#ifdef OVERWORLD
#include "/lib/atmospherics/sky.glsl"
#elif defined NETHER || defined END
#include "/lib/colors/skyColors.glsl"
#endif
void DoBorderFog(inout vec4 color, inout float skyFade, float lPos, float VdotU, float VdotS, float dither) {
#ifdef OVERWORLD
float fog = lPos / renderDistance;
fog = pow2(pow2(fog));
#ifndef DISTANT_HORIZONS
fog = pow2(pow2(fog));
#endif
fog = 1.0 - exp(-BORDER_FOG_DISTANCE_OVERWORLD * fog);
#endif
#ifdef NETHER
float farM = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG
float fog = lPos / farM;
fog = fog * 0.3 + 0.7 * pow(fog * BORDER_FOG_DISTANCE_NETHER / 3, 256.0 / max(farM, 256.0));
#endif
#ifdef END
float fog = lPos / renderDistance;
fog = pow2(pow2(fog));
fog = 1.0 - exp(-BORDER_FOG_DISTANCE_END * fog);
#endif
#ifdef IRIS_FEATURE_FADE_VARIABLE
#if defined GBUFFERS_WATER || defined DEFERRED1
float chunkFadeM = mix(1.0, chunkFade, pow2(clamp01(lPos * 0.015))); // don't do fade very close to the player
fog = mix(1.0, fog, chunkFadeM);
#endif
#endif
if (fog > 0.0) {
fog = clamp(fog, 0.0, 1.0);
#ifdef OVERWORLD
vec3 fogColorM = GetSky(VdotU, VdotS, dither, true, false);
#define BORDER_FOG_DENSITY BORDER_FOG_DENSITY_OVERWORLD
#elif defined NETHER
vec3 fogColorM = netherColor;
#define BORDER_FOG_DENSITY BORDER_FOG_DENSITY_NETHER
#else
vec3 fogColorM = endSkyColor;
#define BORDER_FOG_DENSITY BORDER_FOG_DENSITY_END
#endif
#ifdef ATM_COLOR_MULTS
fogColorM *= atmColorMult;
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
fogColorM *= moonPhaseInfluence;
#endif
fog *= BORDER_FOG_DENSITY;
color = mix(color, vec4(fogColorM, 0.0), fog);
#ifndef GBUFFERS_WATER
skyFade = fog;
#else
skyFade = fog * (1.0 - isEyeInWater);
#endif
}
}
#endif
#ifdef CAVE_FOG
#include "/lib/atmospherics/fog/caveFactor.glsl"
void DoCaveFog(inout vec4 color, float lViewPos) {
float fog = GetCaveFactor() * (0.9 - 0.9 * exp(- lViewPos * 0.015 * CAVE_FOG_DENSITY));
color = mix(color, vec4(caveFogColor, 0.0), fog);
}
#endif
#ifdef ATMOSPHERIC_FOG
#include "/lib/colors/lightAndAmbientColors.glsl"
#include "/lib/colors/skyColors.glsl"
// SRATA: Atm. fog starts reducing above this altitude
// CRFTM: Atm. fog continues reducing for this meters
#ifdef OVERWORLD
#define atmFogSRATA ATM_FOG_ALTITUDE + 0.1
#ifndef DISTANT_HORIZONS
float atmFogCRFTM = 60.0;
#else
float atmFogCRFTM = 90.0;
#endif
vec3 GetAtmFogColor(float altitudeFactorRaw, float VdotS) {
vec3 atmFogColor = vec3(ATMOSPHERIC_FOG_R_NEW, ATMOSPHERIC_FOG_G_NEW, ATMOSPHERIC_FOG_B_NEW) * ATMOSPHERIC_FOG_I;
#ifdef RADIOACTIVE_ATMOSPHERIC_FOG
atmFogColor *= GetLuminance(atmFogColor) * 10;
#endif
float nightFogMult = 2.5 - 0.625 * max(pow2(pow2(altitudeFactorRaw)), rainFactor);
float dayNightFogBlend = pow(invNightFactor, 4.0 - VdotS - 2.5 * sunVisibility2);
return atmFogColor * mix(
nightUpSkyColor * (nightFogMult - dayNightFogBlend * nightFogMult),
dayDownSkyColor * (0.9 + 0.3 * noonFactor),
dayNightFogBlend
);
}
#else
float atmFogSRATA = 55.1;
float atmFogCRFTM = 30.0;
#endif
float GetAtmFogAltitudeFactor(float altitude) {
float altitudeFactor = pow2(1.0 - clamp(altitude - atmFogSRATA, 0.0, atmFogCRFTM) / atmFogCRFTM);
#ifndef LIGHTSHAFTS_ACTIVE
altitudeFactor = mix(altitudeFactor, 1.0, rainFactor * 0.2);
#endif
return altitudeFactor;
}
void DoAtmosphericFog(inout vec4 color, vec3 playerPos, float lViewPos, float VdotS) {
#ifndef DISTANT_HORIZONS
float renDisFactor = min1(192.0 / renderDistance);
#if ATM_FOG_DISTANCE != 100
#define ATM_FOG_DISTANCE_M 100.0 / ATM_FOG_DISTANCE;
renDisFactor *= ATM_FOG_DISTANCE_M;
#endif
float fog = 1.0 - exp(-pow(lViewPos * (0.001 - 0.0007 * rainFactor), 2.0 - rainFactor2) * lViewPos * renDisFactor);
#else
float fog = pow2(1.0 - exp(-max0(lViewPos - 40.0) * (0.7 + 0.7 * rainFactor) / ATM_FOG_DISTANCE));
#endif
float atmFogA = 1.0;
atmFogA *= ATMOSPHERIC_FOG_DENSITY * ATM_FOG_MULT;
fog *= atmFogA - 0.1 - 0.15 * invRainFactor;
float altitudeFactorRaw = GetAtmFogAltitudeFactor(playerPos.y + cameraPosition.y);
#ifndef DISTANT_HORIZONS
float altitudeFactor = altitudeFactorRaw * 0.9 + 0.1;
#else
float altitudeFactor = altitudeFactorRaw * 0.8 + 0.2;
#endif
#ifdef OVERWORLD
altitudeFactor *= 1.0 - 0.75 * GetAtmFogAltitudeFactor(cameraPosition.y) * invRainFactor;
#if defined SPECIAL_BIOME_WEATHER || RAIN_STYLE == 2
if (isEyeInWater == 0) {
#if RAIN_STYLE == 2
float factor = 1.0;
#else
float factor = max(inSnowy, inDry);
#endif
float fogFactor = 4.0;
#ifdef SPECIAL_BIOME_WEATHER
fogFactor += 2.0 * inDry;
#endif
fogFactor *= 0.5 + 0.5 * sunVisibility;
float fogIntense = pow2(1.0 - exp(-lViewPos * fogFactor / ATM_FOG_DISTANCE));
fog = mix(fog, fogIntense / altitudeFactor, 0.8 * rainFactor * factor);
}
#endif
#ifdef CAVE_FOG
fog *= 0.2 + 0.8 * sqrt2(eyeBrightnessM);
fog *= 1.0 - GetCaveFactor();
#else
fog *= eyeBrightnessM;
#endif
#else
fog *= 0.5;
#endif
fog *= altitudeFactor;
if (fog > 0.0) {
fog = clamp(fog, 0.0, 1.0);
#ifdef OVERWORLD
vec3 fogColorM = GetAtmFogColor(altitudeFactorRaw, VdotS);
#else
vec3 fogColorM = endSkyColor * 1.5;
#endif
#ifdef ATM_COLOR_MULTS
fogColorM *= atmColorMult;
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
fogColorM *= moonPhaseInfluence;
#endif
color = mix(color, vec4(fogColorM, 0.0), fog);
}
}
#endif
#include "/lib/atmospherics/fog/waterFog.glsl"
void DoWaterFog(inout vec4 color, float lViewPos) {
float fog = GetWaterFog(lViewPos);
color = mix(color, vec4(waterFogColor, 0), fog);
}
void DoLavaFog(inout vec4 color, float lViewPos) {
float fog = (lViewPos * 3.0 - gl_Fog.start) * gl_Fog.scale;
#ifdef LESS_LAVA_FOG
fog = sqrt(fog) * 0.4;
#endif
fog = 1.0 - exp(-fog);
fog = clamp(fog, 0.0, 1.0);
color = mix(color, vec4(fogColor * 5.0, 0.0), fog);
}
void DoPowderSnowFog(inout vec4 color, float lViewPos) {
float fog = lViewPos;
#ifdef LESS_LAVA_FOG
fog = sqrt(fog) * 0.4;
#endif
fog *= fog;
fog = 1.0 - exp(-fog);
fog = clamp(fog, 0.0, 1.0);
color = mix(color, vec4(fogColor, 0.0), fog);
}
void DoBlindnessFog(inout vec4 color, float lViewPos) {
float fog = lViewPos * 0.3 * blindness;
fog *= fog;
fog = 1.0 - exp(-fog);
fog = clamp(fog, 0.0, 1.0);
color *= 1.0 - fog;
}
void DoDarknessFog(inout vec4 color, float lViewPos) {
float fog = lViewPos * 0.075 * darknessFactor;
fog *= fog;
fog *= fog;
color *= exp(-fog);
}
void DoFog(inout vec4 color, inout float skyFade, float lViewPos, vec3 playerPos, float VdotU, float VdotS, float dither, bool isReflection, float lBlockPos) {
#ifdef CAVE_FOG
DoCaveFog(color, lViewPos);
#endif
#ifdef ATMOSPHERIC_FOG
float lViewPosAtm = lViewPos;
// Reduce fog if the reflecting block is already behind fog, and fogging the reflection would result in too much fog
if (isReflection) lViewPosAtm *= 0.2 + 0.8 * sqrt1(max0(1.0 - lBlockPos / lViewPos));
DoAtmosphericFog(color, playerPos, lViewPosAtm, VdotS);
#endif
#ifdef BORDER_FOG
DoBorderFog(color, skyFade, max(length(playerPos.xz), abs(playerPos.y)), VdotU, VdotS, dither);
#endif
if (isEyeInWater == 1) DoWaterFog(color, lViewPos);
else if (isEyeInWater == 2) DoLavaFog(color, lViewPos);
else if (isEyeInWater == 3) DoPowderSnowFog(color, lViewPos);
if (blindness > 0.00001) DoBlindnessFog(color, lViewPos);
if (darknessFactor > 0.00001) DoDarknessFog(color, lViewPos);
}
@@ -1,19 +0,0 @@
#ifndef INCLUDE_WATER_FOG
#define INCLUDE_WATER_FOG
float GetWaterFog(float lViewPos) {
#if WATER_FOG_MULT != 100
#define WATER_FOG_MULT_M WATER_FOG_MULT * 0.01;
lViewPos *= WATER_FOG_MULT_M;
#endif
#if LIGHTSHAFT_QUALI > 0 && SHADOW_QUALITY > -1
float fog = lViewPos / 48.0;
fog *= fog;
#else
float fog = lViewPos / 32.0;
#endif
return 1.0 - exp(-fog);
}
#endif

Some files were not shown because too many files have changed in this diff Show More