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Changelog
- full
NBT
property parity with OptiFine, ETF now parses the examples in this link correctly (https://optifine.readthedocs.io/syntax.html#nbt) - added ETF only
NBT
"raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposes - added ETF only
NBT
property syntax which will print the entire entities NBT data to the log, not just the specific compound, if theNBT
property text starts with "print:", this will not affect the function of text after the "print:" - vanilla texture variants like
wolf_tame.png
will fall back towolf.properties
ifwolf_tame.properties
doesn't exist (this is true for wolf, bee, ghast & strider texture variants) (only for vanilla textures) - the
Blocks
property now utilizes the full OptiFine blocks syntax[namespace:]name[:property1=value1,...:property2=value1,...]
allowing matches such as"blocks=oak_stairs:facing=east,west:half=bottom"
- made
Name
,Names
,Biomes
andTeams
properties more robust and all 3 can now utilise Regex and Pattern not justNames
- added support for emissive textures on mob head blocks
- added support for emissive and enchanted skin features on player head blocks (will only work for a player online that you have seen at least once that session, I may expand this in future)
- resolved injection warning on mod load
- improved resource reloading mixin
- altered the livingEntityMixin structure to accommodate plans for
EMF
- some API additions for
EMF
Files
entity_texture_features_forge_1.19.2-4.4.0.jar(430.56 KiB) Primary Download
Details
Licensed LGPL-3.0-only
Published 3 years ago
Updated 6 days ago