🗺️ Minecraft map editor and mod

Overview

WorldEdit

A Minecraft Map Editor... that runs in-game!

  • With selections, schematics, copy and paste, brushes, and scripting!
  • Use it in creative, survival in single player or on your server.
  • Use it on your Minecraft server to fix grieving and mistakes.

Java Edition required. WorldEdit is compatible with Forge, Fabric, Bukkit, Spigot, Paper, and Sponge.

Download WorldEdit

This place contains the Java code for WorldEdit, but if you want to just use WorldEdit, get the mod or plugin from these pages:

Edit the Code

Want to add new features to WorldEdit or fix bugs yourself? You can get the game running, with WorldEdit, from the code here, without any additional outside steps, by doing the following four things:

  1. Download WorldEdit's source code and put it somewhere. We recommend you use something called Git if you already know how to use it, but you can also just download a .zip file. (If you plan on contributing the changes, you will need to figure out Git.)
  2. Install any version of Java greater than or equal to 8.
    • Note that if you do not install JDK 8 exactly, Gradle will download it for you on first run. However, it is still required to have some form of Java installed for Gradle to start at all.
  3. Open terminal / command prompt / bash and navigate to the directory where you put the source code.
  4. Run one of these following commands:
    • Mac OS X / Linux: ./gradlew :worldedit-fabric:runClient
    • Windows - Command Prompt: gradlew :worldedit-fabric:runClient
    • Windows - PowerShell: .\gradlew :worldedit-fabric:runClient

🎉 That's it. 🎉 It takes a long time to actually transform WorldEdit into a mod. If it succeeds, the Minecraft game will open and you can create a single player world with WorldEdit.

When you make changes to the code, you have to restart the game by re-running the command for your changes to take effect. If there are errors in your Java syntax, the command will fail.

For additional information about compiling WorldEdit, see COMPILING.md.

Using a Java IDE

To edit WorldEdit in a Java IDE, follow these steps:

  1. Download and install IntelliJ IDEA Community Edition.
  2. In the IDE, open the folder that you saved WorldEdit's code in. This creates a new project in IDEA.

That's pretty much it.

If you want to be able to run the game also, follow these instructions:

  1. Go to Run -> Edit Configurations.
  2. Add a Gradle task:
    1. Choose worldedit-fabric for the project.
    2. For the tasks, type in runClient
  3. Click OK
  4. Under the Run menu again, go to "Debug [your new task]".

Speeding up the Edit-Test-Edit-Test Cycle

It's a little annoying have to restart the game to test your changes. The best way to reduce the time is to run the server instead (using runServer instead of runClient) and then reconnect to the server after restarting it.

Submitting Your Changes

WorldEdit is open source (specifically licensed under GPL v3), so note that your contributions will also be open source. The best way to submit a change is to create a fork on GitHub, put your changes there, and then create a "pull request" on our WorldEdit repository.

Please read CONTRIBUTING.md for important guidelines to follow.

Links

Comments
  • [WIP] Update WorldEdit to 1.13, and heavily refactor the internals.

    [WIP] Update WorldEdit to 1.13, and heavily refactor the internals.

    This is still a very much WIP branch, however making a PR allows people to comment and view what I'm doing much easier.

    Things I've done:

    • Setup an 'Item' registry
    • Refactored the block registry system (specifically states)
    • Setup an immutable BlockState class (More to do)
    • Removed a tonne of legacy code
    • Fully transitioned items
    • Add a migration from (id, data) -> (blockstate) for schematics and command compatibility
    • Add a way to get states by name. Needed to write converters between platform States to WorldEdit States.

    To do:

    • Implement the Sponge Schematic Format, as it supports 1.13
    • Platforms other than Spigot
    opened by me4502 156
  • //line and //curve

    //line and //curve

    I've always wondered why WorldEdit didn't have commands like these.

    Thanks to TomyLobo for letting me use his interpolation classes from his routes project. Also, his new convex polyhedral regions allowed convenient user input for //curve, and he's given me much advice.

    Thanks to wizjany for not pulling this after my first commit, as I'd requested :P

    @Command(
        aliases = { "/line" },
        usage = "<block> [thickness]",
        desc = "Draws a line segment between cuboid selection corners",
        help =
            "Draws a line segment between cuboid selection corners.\n" +
            "Can only be used with cuboid selections.\n" +
            "Flags:\n" +
            "  -h generates only a shell\n",
        flags = "h",
        min = 1,
        max = 2
    )
    
    @Command(
            aliases = { "/curve" },
            usage = "<block> [thickness]",
            desc = "Draws a spline through selected points",
            help =
                "Draws a spline through selected points.\n" +
                "Can only be uesd with convex polyhedral selections.\n" +
                "Flags:\n" +
                "  -h generates only a shell",
            flags = "h",
            min = 1,
            max = 2
        )
    
    opened by orthoplex64 104
  • Worldedit won't start

    Worldedit won't start

    WORLDEDIT-3030 - Reported by NickthedickNS

    this happened once upon a time, I just normally started my server and then, i typed in the chat //wand, then it said there was no command like that. So, i checked that my .jar file was in the folder and it was. I don't really know what happened. I tried to redownload the worldedit.jar file and it did but didn't work when i pasted it in the plugins folder. Now i look like am a noob without Worldedit. Please fix this…:(

    opened by LadyCailinBot 32
  • Update Forge version to 1.7.10

    Update Forge version to 1.7.10

    Updated everything in the forge package to Forge 1207. Everything works perfectly as far as I can tell, tested copy/paste, move, setblock, etc. Does not work properly with mods yet, but that is for another PR.

    opened by octylFractal 27
  • Crash with WorldEdit, java.lang.NoClassDefFoundError: org.apache.logging.log4j.util.ReflectionUtil

    Crash with WorldEdit, java.lang.NoClassDefFoundError: org.apache.logging.log4j.util.ReflectionUtil

    Versions

    WorldEdit version: 7.2.0-beta-01 (fabric) Platform version: Minecraft 1.16.1, Fabric Loader 0.8.8, MultiMC 5

    Describe the bug

    Crash while loading world.

    To Reproduce

    1. Install MultiMC 5,
    2. Create an 1.16.1 instance and add Fabric to the instance,
    3. Add WorldEdit,
    4. Start the game, and load a world,
    5. Crash occurs.

    Expected behavior

    No crashes.

    Screenshots

    None.

    Additional context

    Crash report: crash-2020-06-28_11.06.59-server.txt

    type:bug platform:forge status:accepted 
    opened by Axelandre42 24
  • Trivial changes that wizjany keeps removing from master for no reason

    Trivial changes that wizjany keeps removing from master for no reason

    1. New blocks have made the compass and other player teleports inaccurate and you end up above blocks or inside stone walls and snow.
    2. EditSession.countBlocks is an abominable violation of a Java interface contract and there's more copying than necessary going on in there.

    Note: As I add more changes to the develop branch, the above list might become incomplete Latest build is available at http://builds.enginehub.org/job/worldedit/last-successful/?branch=develop

    opened by TomyLobo 24
  • Fix bounds error when loading negative block IDs

    Fix bounds error when loading negative block IDs

    Fixes the error when pasting schematics with large block IDs which which wrap around and cause this out of bounds error:

    19:01:33 [SEVERE] java.lang.ArrayIndexOutOfBoundsException: -28
    19:01:33 [SEVERE]   at org.bukkit.Material.getMaterial(Material.java:438)
    19:01:33 [SEVERE]   at com.sk89q.worldedit.bukkit.BukkitWorld.isValidBlockType(BukkitWorld.java:844)
    19:01:33 [SEVERE]   at com.sk89q.worldedit.EditSession.rawSetBlock(EditSession.java:178)
    19:01:33 [SEVERE]   at com.sk89q.worldedit.EditSession.flushQueue(EditSession.java:731)
    19:01:33 [SEVERE]   at com.sk89q.worldedit.WorldEdit.handleCommand(WorldEdit.java:1265)
    19:01:33 [SEVERE]   at com.sk89q.worldedit.bukkit.WorldEditPlugin.onCommand(WorldEditPlugin.java:204)
    19:01:33 [SEVERE]   at com.sk89q.bukkit.util.DynamicPluginCommand.execute(DynamicPluginCommand.java:44)
    19:01:33 [SEVERE]   at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166)
    19:01:33 [SEVERE]   at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:469)
    19:01:33 [SEVERE]   at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:914)
    19:01:33 [SEVERE]   at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:874)
    19:01:33 [SEVERE]   at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:857)
    19:01:33 [SEVERE]   at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33)
    19:01:33 [SEVERE]   at net.minecraft.server.NetworkManager.b(NetworkManager.java:234)
    19:01:33 [SEVERE]   at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:118)
    19:01:33 [SEVERE]   at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78)
    19:01:33 [SEVERE]   at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:557)
    19:01:33 [SEVERE]   at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:455)
    19:01:33 [SEVERE]   at net.minecraft.server.ThreadServerApplication.run(SourceFile:490)
    

    To reproduce:

    1. Install MCPC 1.2.3 with IndustrialCraft^2 from http://www.mcportcentral.co.za/index.php?topic=1692.0
    2. Load an MCEdit schematic containing machine block IDs , example: http://dl.dropbox.com/u/65303659/Schematics.zip
    3. //schem load XPHCFactory
    4. //paste

    Without the patch, the above error occurs, and the IC2 machines and cables are missing. With the patch, they're pasted successfully.

    opened by mushroomhostage 24
  • //Setbiome /biomelist (we bukkit 6.0)

    //Setbiome /biomelist (we bukkit 6.0)

    WORLDEDIT-3236 - Reported by Cronosus

    setting biome only says: "For parameter 'basebiome': Can't recognize biome type 'Desert' -- use /biomelist to list available types Usage: //setbiome "

    and under /biomelist is nothing no error logs

    Server Cauldron 1.7.10 modded (BoP,Forestry,IC2)

    bug or still not implemented? Thanks in advance

    opened by LadyCailinBot 23
  • Crash at launch

    Crash at launch

    WorldEdit Version

    WorldEdit 7.2.6 Beta 2 (Forge/Fabric for MC 1.17.1)

    Platform Version

    Forge 1.17.1

    Bug Description

    I created an Aternos server for a friend and I. I added 3 mods : WorldEdit, Xaero's Minimap and Xaero's World Map. I also installed these 3 mods on my computer. When I try to launch the server with all the mods, it crashes after a few moments but, when I launch the server with only Xaero's Minimap and World Map, that works. Same bug for my game when I launch Minecraft with the Launcher (doesn't work with WorldEdit but works without it).

    Expected Behavior

    I expect to be able to play with WorldEdit in my server.

    Reproduction Steps

    Server

    1. Set my server on Forge 1.17.1
    2. Added WorldEdit 7.2.6 Beta 2 (Forge/Fabric for MC 1.17.1) with the Aternos panel
    3. Launched the server
    4. The server crashed

    Minecraft Launcher

    1. Downloaded Forge 1.17.1 and installed it
    2. Downloaded WorldEdit 7.2.6 Beta 2 (Forge/Fabric for MC 1.17.1) on CurseForge and put the file in the mods folder (in .minecraft)
    3. Launched the Minecraft Launcher, selected Forge 1.17.1 as Minecraft version and launched the game
    4. The game crashed

    Anything Else?

    Nothing

    type:bug status:invalid 
    opened by Nutson59 22
  • //rotate makes random holes in the pasted rotated selection

    //rotate makes random holes in the pasted rotated selection

    WORLDEDIT-3220 - Reported by val59000

    Hi I've been using WE 6 Snapshot for a few weeks now. I've noticed some very wierd behaviours when dealing with //rotate command I'm not talking about the new feature to rotate around any axis, I'm talking about the standard //rotate 180, for example, which rotates around the vertical axis.

    Sometimes and at totally random places in the build, when rotating and pasting, Worldedit totally messes up with some blocks. I've filmed myself doing this to show you the bug. The problem affects only several blocks in this video because the build was small. But when rotating big structures I've seen big parts of walls completely removed and some parts shifted one blocks on the side. Another point, in the video, the bug appears near invisible ArmorStand but I don't think it is the problem here because I've had also the bug when no ArmorStand were involved. Link to the video showing the bug : http://youtu.be/sGHhZDUe36w

    This is a critical bug as the //rotate function is one of the most used function and right now is totally unusable.

    version [21:46:33 INFO]: This server is running CraftBukkit version git-Spigot-b43a31a-20c65ca (MC: 1.8) (Implementing API version 1.8-R0.1-SNAPSHOT)

    we version [21:46:56 INFO]: WorldEdit version (unknown) [21:46:56 INFO]: https://github.com/sk89q/worldedit/ [21:46:56 INFO]: ----------- Platforms ----------- [21:46:56 INFO]: * Bukkit-Official (6.0;3342-78f975b9) [21:46:56 INFO]: ----------- Capabilities ----------- [21:46:56 INFO]: GAME_HOOKS: Bukkit-Official [21:46:56 INFO]: CONFIGURATION: Bukkit-Official [21:46:56 INFO]: USER_COMMANDS: Bukkit-Official [21:46:56 INFO]: PERMISSIONS: Bukkit-Official [21:46:56 INFO]: WORLDEDIT_CUI: Bukkit-Official [21:46:56 INFO]: WORLD_EDITING: Bukkit-Official

    Thanks

    val59000

    opened by LadyCailinBot 22
  • Parameter injection for commands

    Parameter injection for commands

    This adds support for parameter injection with commands.

    I don't actually want to merge right away because I want to test a bit more, but I'd like some input (and any objections).

    Old vs. new

    @Command(
        aliases = { "/set" },
        usage = "<block>",
        desc = "Set all the blocks inside the selection to a block",
        min = 1,
        max = 1
    )
    @CommandPermissions("worldedit.region.set")
    @Logging(REGION)
    public void set(CommandContext args, LocalSession session, LocalPlayer player,
            EditSession editSession) throws WorldEditException {
    
        Pattern pattern = we.getBlockPattern(player, args.getString(0));
    
        int affected;
    
        if (pattern instanceof SingleBlockPattern) {
            affected = editSession.setBlocks(session.getSelection(player.getWorld()),
                    ((SingleBlockPattern) pattern).getBlock());
        } else {
            affected = editSession.setBlocks(session.getSelection(player.getWorld()), pattern);
        }
    
        player.print(affected + " block(s) have been changed.");
    }
    

    becomes a more manageable

    @Command(aliases = "/set",
             desc = "Set all the blocks inside the selection to a block")
    @CommandPermissions("worldedit.region.set")
    @Logging(REGION)
    public void setBlocks(LocalPlayer player, EditSession editSession,
            @Selection Region region, Pattern replaceWith) throws MaxChangedBlocksException {
        int affected = editSession.setBlocks(region, replaceWith);
        player.print(affected + " block(s) have been changed.");
    }
    

    Complex constructs

    You can also use more complex constructs.

    public void smoothen(LocalPlayer player, EditSession editSession,
            @Selection Region region,
            @Optional("1") @Range(min = 1) int iterations,
            @Switch('n') boolean onlyNaturalBlocks)
        // ...
    }
    

    which results in //smooth [-n] [<iterations=1>]

    Backwards compatibility

    Old-style commands are not known to the new code, but they work just fine. They are processed using the same framework as with the "newer" approach.

    void biomeList(CommandContext args, LocalSession session,
                   LocalPlayer player, EditSession editSession)
    

    However, usage = (and other relevant properties) must be defined on @Command otherwise usage information would be unavailable.

    Bindings

    Adding support for a new type of parameter is easy.

    @BindingMatch(type = Pattern.class,
                  behavior = BindingBehavior.CONSUMES,
                  consumedCount = 1)
    public Pattern getPattern(ArgumentStack context) 
            throws ParameterException, WorldEditException {
        return worldEdit.getBlockPattern(getLocalPlayer(context), context.next());
    }
    

    Exception handling

    Previously, non-command related exceptions were handled in an ugly big try-catch that couldn't be 'reused' anywhere else. Now it's stored off in a reusuable class.

    @ExceptionMatch
    public void convert(IncompleteRegionException e) throws CommandException {
        throw new CommandException("Make a region selection first.");
    }
    

    Invocation listeners

    WorldEdit has an annotation-based logging mechanism, and this was handled by overriding the method performing the invoke() call. Now it's much cleaner, and you can mix and match modules.

    builder.attach(new CommandPermissionsHandler());
    builder.attach(new WorldEditExceptionConverter(config));
    builder.attach(new LegacyCommandsHandler());
    builder.attach(commandLogger = new CommandLoggingHandler(this, config));
    

    Better responses

    Before, we had to define usage = "var1 var2 [var3]" by hand, but that was annoying and it could become out of date if the command was changed but the annotation wasn't. Now the new command builder generates these usage strings automatically and uses the names of the parameters (in the source code) to fill in parameter names.

    It also provides generally better responses if you type too many arguments or too few. Each argument parser can also throw its own exceptions and present detailed error messages.

    Auto-complete

    There's also support for generating suggestions dynamically (for when you press TAB to auto-complete) but I'm currently not using it and it needs some minor work first. For example, if you pressed tab on n for a direction, it could complete it to north. No work is needed on part of the command.

    opened by sk89q 22
  • Twist Command

    Twist Command

    The Problem

    It's hard to create curves which also twist arround other objects

    A Solution

    A Command which lets twist a special area in a special angle like

    /twist 20 selecting 2 points which then get from the one to the other at a 20 angle or 180 which turns it completly arround

    Alternatives

    No response

    Anything Else?

    No response

    type:feature-request status:pending 
    opened by DragonGod65 0
  • Add a feature generator and allow undoing of feature placement

    Add a feature generator and allow undoing of feature placement

    This PR adds feature generation via a command. The same limitations of the vanilla feature gen apply, where it has strict requirements about placement that are rather opaque and not easily avoided.

    This PR also allows the feature gen to be reverted with undo, which means from a baseline featureset perspective we're ahead of the vanilla version of this. As it's passed through an EditSession, we also get all masking/perf settings/history/etc that come with WorldEdit for free, also for trees which we didn't have prior (outside of Bukkit).

    Also includes a brush variant

    TODO:

    • [x] Fabric
    • [x] Forge
    • [x] Bukkit
    • [ ] Sponge(?)
    • [x] Ensure this works properly with obfuscation

    https://user-images.githubusercontent.com/546754/210136260-07e1aa98-3bc0-4ec2-b59c-62c3637a30e8.mp4

    https://user-images.githubusercontent.com/546754/210137698-ae849d18-225e-4c6f-9c2e-8953f70a0ca2.mp4

    opened by me4502 1
  • Add method to check initialize state in PlatformManager, deny access to registries when uninitialized

    Add method to check initialize state in PlatformManager, deny access to registries when uninitialized

    This should fix a bug, where worldedit types such as BlockTypes.AIR will be null when some plugin (or mod) try to access WorldEdit too early (e.g. access BlockTypes.AIR in onLoad).

    I added a method to get the current initialization state in PlatformManager for that. To check that state I added some check to the UnitTests.

    The static code block in the Types classes are not the cleanest approach but adding some code in Registry classes might be a breaking change because some other plugins may use them.

    opened by JOO200 2
  • Allow factory suggestions to have parser context

    Allow factory suggestions to have parser context

    This is a refactor to allow access to a ParserContext within the suggestion methods. This is required for any suggestions within the factory parser that are player-specific, such as suggesting properties for the currently held block in //set hand[layers=6] or whatever

    opened by me4502 1
  • Incompatible with Chisel&Bits Mod

    Incompatible with Chisel&Bits Mod

    WorldEdit Version

    7.2.12 (Forge/Fabric for MC 1.19.2)

    Platform Version

    Forge

    Confirmations

    • [X] I am using the most recent Minecraft release.
    • [X] I am using a version of WorldEdit compatible with my Minecraft version.
    • [X] I am using the latest or recommended version of my platform software.
    • [X] I am NOT using a hybrid server, e.g. a server that combines Bukkit and Forge. Examples include Arclight, Mohist, and Cardboard.
    • [X] I am NOT using a fork of WorldEdit, such as FastAsyncWorldEdit (FAWE) or AsyncWorldEdit (AWE)

    Bug Description

    Crush when copy/paste chisel block

    Expected Behavior

    -805306369 ERROR CODE

    Reproduction Steps

    1. ... Create Chisel block
    2. ... Copy with WorldEdit Wand, and then Paste next

    Anything Else?

    No response

    type:bug status:pending 
    opened by mnetwork 1
Owner
EngineHub
Open-source mods for and by the Minecraft community
EngineHub
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