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Some things behind semi-transparent model render strangely [1.7] [UNSOLVED]


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Posted

Hi everyone.

 

I am working on a pipe that will transport items (like ItemDucts or Buildcrafts pipes, I haven't actually got to the actual item transport part yet, I am just working on rendering today) and I have decided to make the sides transparent so that you can see the items inside. I have successfully achieved this, but unfortunately, there is some weird rendering of the world behind it. Full blocks are fine, but anything else (for some reason, excluding lava) isn't rendered, so this includes water, and any other models.  Here are some screenshots to illustrate what I mean:

width=800 height=423yt7funb.png?1 [/img]

and

width=800 height=4235r6zj2r.png?1 [/img]

 

As you can see, the water behind, and my wind turbine model aren't getting rendered behind the transparent part of the pipe. There are also some transparent bits inside the pipe when looked at as some angles (seen in pic 1)

 

My current code for rendering this is this:

 

 

This is only my renderTileEntityAt method, I do no other lighting, blending, or colouring stuff in any of the other methods being called.

public void renderTileEntityAt(TileEntity tile, double x, double y, double z, float f) {

	int meta = 0;

	if (tile instanceof TileEntityCable) meta = tile.getBlockMetadata();
	if (tile instanceof TileEntityPipe) meta = tile.getBlockMetadata() + 8; // add 8 because cables have 8 subtypes, and for the pipes, the first resource is 8 after the cables first resource.

	GL11.glPushMatrix();
	GL11.glTranslated(x, y, z);
	GL11.glScalef(0.5F, 0.5F, 0.5F);
	GL11.glTranslatef(1.0F, 0.0F, 1.0F);
	GL11.glDisable(GL11.GL_LIGHTING);
	//Calling all the render methods from here with the model and texture specified above.
	if (this.resource[meta][4] != null) {
		this.bindTexture(resource[meta][4]); {
			GL11.glEnable(GL11.GL_BLEND);
			GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
			GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
			if (tile instanceof TileEntityCable) {

				TileEntityCable connectable = (TileEntityCable) tile;
				for (int i = 0; i < 6; i++) {
					//System.out.println("Connections " + i + " = " + connectable.connections[i] + " in Cable");
				}
				if ((!connectable.hasOppositeConnection(connectable.connections))) {
					if (this.model[meta][0] != null) this.drawCore(meta);
				} else if (this.model[meta][1] != null) {
					if (connectable.connections[0] != null) this.drawStraightCore(meta, ForgeDirection.UP);
					if (connectable.connections[2] != null) this.drawStraightCore(meta, ForgeDirection.NORTH);
					if (connectable.connections[4] != null) this.drawStraightCore(meta, ForgeDirection.WEST);
				}

				for (int i = 0; i < connectable.connections.length; i++) {
					if (connectable.connections[i] != null) {
						if (this.model[meta][3] != null) drawConnection(meta, connectable.connections[i], tile.xCoord, tile.yCoord, tile.zCoord, tile); //Drawing and rendering a new connection model for each connected side specified by the tileentity
					}
				}
			} if (tile instanceof TileEntityPipe) {

				TileEntityPipe connectable = (TileEntityPipe) tile;
				for (int i = 0; i < 6; i++) {
					//System.out.println("Connections " + i + " = " + connectable.connections[i] + " in Cable");
				}

				if ((!connectable.hasOppositeConnection(connectable.connections))) {
					if (this.model[meta][0] != null) this.drawCore(meta);
				} else if (this.model[meta][1] != null) {
					if (connectable.connections[0] != null) this.drawStraightCore(meta, ForgeDirection.UP);
					if (connectable.connections[2] != null) this.drawStraightCore(meta, ForgeDirection.NORTH);
					if (connectable.connections[4] != null) this.drawStraightCore(meta, ForgeDirection.WEST);
				}

				for (int i = 0; i < connectable.connections.length; i++) {
					if (connectable.connections[i] != null) {
						if (this.model[meta][3] != null) drawConnection(meta, connectable.connections[i], tile.xCoord, tile.yCoord, tile.zCoord, tile); //Drawing and rendering a new connection model for each connected side specified by the tileentity
					}
				}
			}
			GL11.glDisable(GL11.GL_BLEND);
		}
	}
	GL11.glEnable(GL11.GL_LIGHTING);
	GL11.glPopMatrix();
}

Note: This renderer class does handle all of my connecting blocks, and the one that is transparent uses metadata 8, metadata 0 to 7 are all of my cables, and have no problems.

 

 

 

Any suggestions on how to fix this?

 

Thanks.

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

Posted

Hi

 

It looks to me like the ol' rendering-order-is-important-for-alpha-blended-blocks problem.

 

http://www.minecraftforge.net/forum/index.php/topic,22368.msg113450.html#msg113450

 

Your alpha-blended pane is drawing before the water, and it is also writing to the depth buffer.  So when the water is drawn afterwards, it is behind the pane and gets culled.

 

You can turn off writing to the depth buffer while rendering your pane, using GL11.glDepthMask(false);, but that probably won't help much because then the water will render over the top of your pane which will probably look rather strange.

 

The only way  to correct this properly is to make sure that your panes are rendered last.  Unfortunately this will only work when the pipe is the closest alpha-blended object to the player, so you will need to hope that your pipes are never placed behind another alpha-blended object.

 

There may not be an easy answer unfortunately.  It is for sure possible if you grasp deep into the rendering code to sort all the pass 1 rendering by depth.  I'd suggest trying the depth mask fix or the render-last fix and seeing if you can live with one of them.

 

-TGG

 

Posted

Okay this is a fair bit beyond my understanding of GL11 and the way java handles this, so I guess I have a bit of research to do to truly understand what is happening and to find a solution to this.

 

Thanks anyway.

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

Posted

setting depth mast to true resulted in this:

width=800 height=412lOaJzKB.png?1 [/img]

and

width=800 height=4126jjahUi.png?1 [/img]

So the water and other TESR models behind it such as the wind turbine, are now getting rendered, but now the pipe itself has really odd transparency. Things like the inside of the pipe looks like it is in front of the outside of the pipe, and in image two, the pipe in the background looks to be in front of the pipe in the foreground.Also, there are really annoying and messy looking dark and light bits.

 

What can I do? I either need a way to fix this, or how do I do the render last fix that you suggested?

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

Posted

TheGreyGhost already explained it.  If you think about it, for the graphics engine to calculate the picture when there are transparent things in the background, the only trustworthy way is to draw the stuff in the background first then blend the transparent stuff on top.  Imagine you were painting something and you did a light wash of color first (i.e. the transparent part) and then painted over it with thick paint, versus doing it the other way around -- doing a wash of color over thick paint.  The results are not the same: the order matters.

 

If you leave depth mask as true, then when it comes time to render the transparent stuff there is a chance that it has will be "painted" in the scene before something in the background and then when the background is checked it is considered "behind" the transparent part so is not rendered at all (this is called culling).

 

If you disable depth mask with false, then it will render everything even if it was supposed to be behind.  This can screw things up.

 

The fundamental problem is that Minecraft should ideally render things in order based on depth, but instead does several passes.  So your entity may be rendered before water, even if the water is farther back in the background.  There isn't really an easy solution to this.

 

You can however control the order of depth and rendering within your own rendering code.  I don't know how your pipes are rendered, but you could theoretically draw the transparent parts and solid parts with and without depth checking as needed.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted

This is a TileEntity, right? Try to override

shouldRenderInPass(int pass)

in your TileEntity class and return [if pass equals 1]. It fixed the rendering issues of my semi-transparent tileentity.

 

I actually took it a step further and saved the pass which the method was called in and rendered solid parts on pass 0 and the transparent parts on pass 1:

https://github.com/SanAndreasP/EnderStuffPlus/blob/master/java/de/sanandrew/mods/enderstuffplus/tileentity/TileEntityBiomeChanger.java#L584-L589

https://github.com/SanAndreasP/EnderStuffPlus/blob/master/java/de/sanandrew/mods/enderstuffplus/client/render/tileentity/RenderTileEntityBiomeChanger.java#L103-L132

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

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This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted

I already have done shouldRenderInPass(int pass) and in the block class, getRnderPass() { return 1; } and it still looks really weird. I think, as suggested above, my best option is to somehow make sure my pipe is rendered last. I only need a way to do this.

 

If needed I'll post my code later, I don't have access to it right now.

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

Posted

Okay, I have solved the problem of things behind getting culled, or rendering on top of the pipe. SanAndreasP's suggestion worked, with some tweaking of my GL11 methods too. I also removed the getRenderPass() method from my block class. This is my updated renderTileEntityAt method:

        public void renderTileEntityAt(TileEntity tile, double x, double y, double z, float f) {

	int meta = 0;

	if (tile instanceof TileEntityCable) meta = tile.getBlockMetadata();
	if (tile instanceof TileEntityPipe) meta = tile.getBlockMetadata() + 8; // add 8 because cables have 8 subtypes, and for the pipes, the first resource is 8 after the cables first resource.

	GL11.glPushMatrix();
	GL11.glTranslated(x, y, z);
	GL11.glScalef(0.5F, 0.5F, 0.5F);
	GL11.glTranslatef(1.0F, 0.0F, 1.0F);
	GL11.glDisable(GL11.GL_LIGHTING);
	//Calling all the render methods from here with the model and texture specified above.
	//if (this.resource[meta][4] != null) {
	if (tile instanceof TileEntityCable) {

		TileEntityCable connectable = (TileEntityCable) tile;
		for (int i = 0; i < 6; i++) {
			//System.out.println("Connections " + i + " = " + connectable.connections[i] + " in Cable");
		}

		if (resource[meta][4] != null) this.bindTexture(resource[meta][4]);
		if ((!connectable.hasOppositeConnection(connectable.connections))) {
			if (this.model[meta][0] != null) this.drawCore(meta);
		} else if (this.model[meta][1] != null) {
			if (connectable.connections[0] != null) this.drawStraightCore(meta, ForgeDirection.UP);
			if (connectable.connections[2] != null) this.drawStraightCore(meta, ForgeDirection.NORTH);
			if (connectable.connections[4] != null) this.drawStraightCore(meta, ForgeDirection.WEST);
		}

		for (int i = 0; i < connectable.connections.length; i++) {
			if (connectable.connections[i] != null) {
				if (this.model[meta][3] != null) drawConnection(meta, connectable.connections[i], tile.xCoord, tile.yCoord, tile.zCoord, tile); //Drawing and rendering a new connection model for each connected side specified by the tileentity
			}
		}
	} if (tile instanceof TileEntityPipe) {
		TileEntityPipe connectable = (TileEntityPipe) tile;
		for (int i = 0; i < 6; i++) {
			//System.out.println("Connections " + i + " = " + connectable.connections[i] + " in Cable");
		}
		if (connectable.renderPass == 1) {
			GL11.glEnable(GL11.GL_BLEND);
			GL11.glEnable(GL11.GL_DEPTH_TEST);
			//System.out.println("test");
			GL11.glDepthMask(true);

			GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

			this.renderTravelingItem(connectable, (float)x, (float)y, (float)z);

			GL11.glShadeModel(GL11.GL_SMOOTH);
			if (resource[meta][4] != null) this.bindTexture(resource[meta][4]);

			if ((!connectable.hasOppositeConnection(connectable.connections))) {
				if (this.model[meta][0] != null) this.drawCore(meta);
			} else if (this.model[meta][1] != null) {
				if (connectable.connections[0] != null) this.drawStraightCore(meta, ForgeDirection.UP);
				if (connectable.connections[2] != null) this.drawStraightCore(meta, ForgeDirection.NORTH);
				if (connectable.connections[4] != null) this.drawStraightCore(meta, ForgeDirection.WEST);
			}

			for (int i = 0; i < connectable.connections.length; i++) {
				if (connectable.connections[i] != null) {
					if (this.model[meta][3] != null) drawConnection(meta, connectable.connections[i], tile.xCoord, tile.yCoord, tile.zCoord, tile); //Drawing and rendering a new connection model for each connected side specified by the tileentity
				}
			}
			GL11.glEnable(GL11.GL_CULL_FACE);
			GL11.glDepthMask(false);
			GL11.glDisable(GL11.GL_BLEND);

		}
	}
	//}
	GL11.glEnable(GL11.GL_LIGHTING);
	GL11.glPopMatrix();
}

 

Again, relevant code starts from "if (tile instanceof TileEntityPipe)", the rest is for my cables.

 

This is now what it looks like:

 

width=800 height=423ELLJ6K9.png?1 [/img]

 

So, the water, and other things in the background look fine, they're rendered behind the pipe as they should be.

But....

Now there is another problem. You can also see in the screenshot, that the inside of the pipe itself looks slightly strange, there are bits of the inside that are missing, and this is only from certain angles, the missing bits move when looked at from another angle. I think they are getting culled, but I am not sure what by, and disabling culling makes it look weird again. Also, another problem, you can see in my code, I have commented out the line this.renderTravelingItem. This was also causing some of the rendering issues, the item renders fine, without any transparency issues, but is rendered behind the pipe. This is what happens when renderTravelingItem isn't commented out:

 

width=800 height=4234bcY6Wb.png?1 [/img]

 

The iron ingot is positioned inside the pipe, but is rendered behind the pipe.

 

This is my travelling item method:

        public void renderTravelingItem(TileEntityPipe pipe, float x, float y, float z) {
	GL11.glPushMatrix();
	GL11.glDisable(GL11.GL_LIGHTING);
	GL11.glDisable(GL11.GL_CULL_FACE);

	TravelingItem itemToRender1 = new TravelingItem(new ItemStack(Items.iron_ingot, 5), 0.0F, 0.0F, 0.0F, 0.05F); //Testing with an item
	TravelingItem itemToRender2 = new TravelingItem(new ItemStack(Blocks.stone, 5), 0.0F, 0.0F, 0.0F, 0.05F); //Testing with a block

	//List<TravelingItem> items = new ArrayList<TravelingItem>();

	/*for (ItemStack s : pipe.getStoredItems()) {
		TravelingItem item = new TravelingItem(s, 0.0F, 0.0F, 0.0F, 0.05F);
		items.add(item);
	}*/

	float scale = 1.25F;

	this.renderTravelingItem(itemToRender1, x, y, z, 0.05F, scale);

	GL11.glEnable(GL11.GL_CULL_FACE);
	GL11.glEnable(GL11.GL_LIGHTING);
	GL11.glPopMatrix();
}

public void renderTravelingItem(TravelingItem item, float x, float y, float z, float speed, float scale) {
	//TravelingItem item = new TravelingItem(stack, x, y, z, speed);
	if (item == null || item.getStack() == null) {
		return;
	}

	ItemStack stack = item.getStack();

	GL11.glPushMatrix();
	GL11.glTranslatef(x, y, z);
	GL11.glTranslatef(0.5F, 0.9F, 0.5F);
	GL11.glScalef(scale, scale, scale);
	fakeItem.setEntityItemStack(stack);
	renderItem.doRender(fakeItem, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F);
	GL11.glPopMatrix();
}

And the TravelingItem class just stores the ItemStack, its position, and I will soon make it also store NBT data.

 

So, one major problem is solved, but now there are two annoying problems to solve.

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

Posted

Hi

>Now there is another problem. You can also see in the screenshot, that the inside of the pipe itself looks slightly strange, there are bits of the inside that are missing, and this is only from certain angles, the missing bits move when looked at from another angle.

 

This is probably the same rendering-order problem again.

 

When you render your TileEntity, draw the rearmost faces first, i.e. the face that is furthest from the player.  As the player moves around the pipe, the "rearmost" face will change.  This might be difficult with a model; you may need to split the model into the six flat faces.

 

> the item renders fine, without any transparency issues, but is rendered behind the pipe

 

That's because you have turned off writing to the depth buffer during rendering of the item (GL11.glDepthMask(false); ), so when you draw the model, it draws over the top of your item since the depth buffer doesn't know the item is there.

 

Just to check - do you understand the difference between

GL11.glDisable(GL11.GL_DEPTH_TEST);

and

GL11.glDepthMask(false);

 

-TGG

Posted

Just to check - do you understand the difference between

GL11.glDisable(GL11.GL_DEPTH_TEST);

and

GL11.glDepthMask(false);

 

No...

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

Posted

Just to check - do you understand the difference between

GL11.glDisable(GL11.GL_DEPTH_TEST);

and

GL11.glDepthMask(false);

 

No...

Ah ok.

 

GL11.glDisable(GL11.GL_DEPTH_TEST); makes your object draw on top of everything that has been drawn previously, i.e. it ignores the depth of everything that has already been drawn.

 

GL11.glDepthMask(false); turns off writing to the depth buffer when you're drawing an object, so that anything you draw afterwards doesn't know the object is there and writes over the top of it, regardless of whether depth_test is true or not.

 

-TGG

 

 

 

 

 

 

Posted

Okay, that makes sense now.

 

This is probably the same rendering-order problem again.

 

When you render your TileEntity, draw the rearmost faces first, i.e. the face that is furthest from the player.  As the player moves around the pipe, the "rearmost" face will change.  This might be difficult with a model; you may need to split the model into the six flat faces.

 

Okay, so my model is an OBJ model, if I split it into the separate faces in Maya, and then export it as an OBJ, would I be able to somehow control the render order of the faces? If so, how would I achieve this?

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

Posted

I know that, but I mean, how would I make it render the furthest face from the player first? or would I need to do this?

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

Posted

Hi

 

When you render in a tile entity, the origin is at your eyes (yours, not the player's), and the dx,dy,dz in the renderAt method tells you where the tileentity is relative to your eyes.

 

So for example, if your cube only has four sides: east (+x), west(-x), north (-z), south (+z), then you need to look at the relativex (dx) and relativez  (dz)

http://greyminecraftcoder.blogspot.com.au/2013/07/blocks.html

The cube is 1 wide (x) by 1 deep (z)

 

If we consider just the east/west faces:

if dx > 0, then the cubeis to the east of our eyes, so we see the west face closest --> draw the west face last

if dx < -1, then the cube is to the west of our eyes, so we see the east face closest --> draw the east face last

if dx is between -1 and 0, then our eyes are between the two faces and they can't possibly overlap each other so it doesn't matter which one we draw last.  They can't possibly overlap any of the other faces either so we can always draw them first.

 

Similar logic for north/south (z) and up/down (dy).

 

For a cube (or rectangular prism) it's pretty straightforward. 

If you're between two faces (eg -1 < dx < 0) then draw those first.

Next, draw all the furthest-away faces

Last, draw all the closest faces.

 

Other shapes are harder and usually need maths calcs.

 

-TGG

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    • Go to the config folder and open the secretroomsmod.cfg   At the bottom, you will find:   # Check for mod updates on startup B:update_checker=true   Change it to false:   # Check for mod updates on startup B:update_checker=false  
    • The mod yetanotherchancebooster is conflicting or running into an issue with cobblemon Remove yetanotherchancebooster
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    • My Cobblemon Star Academy world keeps crashing before I load in ---- Minecraft Crash Report ---- // Uh... Did I do that? Time: 2025-07-09 20:41:46 Description: Ticking memory connection java.lang.NullPointerException: Cannot invoke "Object.getClass()" because "it" is null     at knot//com.cobblemon.mod.common.api.storage.player.adapter.JsonPlayerData.load(JsonPlayerData.java:60)     at knot//com.cobblemon.mod.common.api.storage.player.factory.JsonPlayerDataStoreFactory.load(JsonPlayerDataStoreFactory.java:32)     at knot//com.cobblemon.mod.common.api.storage.player.PlayerDataStoreManager.get(PlayerDataStoreManager.java:40)     at knot//com.metacontent.yetanotherchancebooster.store.PlayerDataUtil.save(PlayerDataUtil.java:10)     at knot//com.metacontent.yetanotherchancebooster.store.PlayerDataUtil.onDisconnect(PlayerDataUtil.java:16)     at knot//net.minecraft.class_3222.handler$gdg000$yetanotherchancebooster$injectOnDisconnect(class_3222.java:13869)     at knot//net.minecraft.class_3222.method_14231(class_3222.java:1157)     at knot//net.minecraft.class_3244.method_10839(class_3244.java:1227)     at knot//net.minecraft.class_2535.method_10768(class_2535.java:450)     at knot//net.minecraft.class_2535.method_10754(class_2535.java:263)     at knot//net.minecraft.class_3242.method_14357(class_3242.java:172)     at knot//net.minecraft.server.MinecraftServer.method_3813(MinecraftServer.java:908)     at knot//net.minecraft.server.MinecraftServer.method_3748(MinecraftServer.java:824)     at knot//net.minecraft.class_1132.method_3748(class_1132.java:105)     at knot//net.minecraft.server.MinecraftServer.method_29741(MinecraftServer.java:671)     at knot//net.minecraft.server.MinecraftServer.method_29739(MinecraftServer.java:265)     at java.base/java.lang.Thread.run(Thread.java:840) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Cobblemon -- Details:     Version: 1.5.2     Is Snapshot: false     Git Commit: df8f078 (https://gitlab.com/cable-mc/cobblemon/-/commit/df8f078d13702ab9a000438910b822ceffbb2248)     Branch: HEAD -- System Details -- Details:     Minecraft Version: 1.20.1     Minecraft Version ID: 1.20.1     Operating System: Windows 10 (amd64) version 10.0     Java Version: 17.0.15, Microsoft     Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Microsoft     Memory: 809490120 bytes (771 MiB) / 4269801472 bytes (4072 MiB) up to 9462349824 bytes (9024 MiB)     CPUs: 12     Processor Vendor: AuthenticAMD     Processor Name: AMD Ryzen 5 1600 Six-Core Processor                 Identifier: AuthenticAMD Family 23 Model 8 Stepping 2     Microarchitecture: Zen+     Frequency (GHz): 3.19     Number of physical packages: 1     Number of physical CPUs: 6     Number of logical CPUs: 12     Graphics card #0 name: NVIDIA GeForce GT 1030     Graphics card #0 vendor: NVIDIA (0x10de)     Graphics card #0 VRAM (MB): 2048.00     Graphics card #0 deviceId: 0x1d01     Graphics card #0 versionInfo: DriverVersion=32.0.15.6094     Memory slot #0 capacity (MB): 8192.00     Memory slot #0 clockSpeed (GHz): 2.40     Memory slot #0 type: DDR4     Memory slot #1 capacity (MB): 8192.00     Memory slot #1 clockSpeed (GHz): 2.40     Memory slot #1 type: DDR4     Virtual memory max (MB): 25548.66     Virtual memory used (MB): 20187.01     Swap memory total (MB): 9216.00     Swap memory used (MB): 754.71     JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xss1M -Xmx9024m -Xms256m     Fabric Mods:          academy: Star Academy 1.0.1             mixinsquared: MixinSquared 0.2.0         accessible-step: Accessible Step 2.0.1+1.20             blue_endless_jankson: jankson 1.2.3         advancementplaques: Advancement Plaques 1.6.7         amendments: Amendments 1.20-1.2.12         another_furniture: Another Furniture 1.20.1-3.0.1         architectury: Architectury 9.2.14         ati_structures_fabric: ati_structures_fabric 1.1.0         autorun: AutoRun 0.5.0         badpackets: Bad Packets 0.4.3         balm-fabric: Balm 7.3.10             kuma_api: KumaAPI 20.1.9-SNAPSHOT         bbb: Building But Better 1.20.1-fabric-1.0.2         betterdeserttemples: YUNG's Better Desert Temples 1.20-Fabric-3.0.3             org_reflections_reflections: reflections 0.10.2         betterfortresses: YUNG's Better Nether Fortresses 1.20-Fabric-2.0.6         betterjungletemples: YUNG's Better Jungle Temples 1.20-Fabric-2.0.5         bettermineshafts: YUNG's Better Mineshafts 1.20-Fabric-4.0.4         betteroceanmonuments: YUNG's Better Ocean Monuments 1.20-Fabric-3.0.4         betterstrongholds: YUNG's Better Strongholds 1.20-Fabric-4.0.3         betterwitchhuts: YUNG's Better Witch Huts 1.20-Fabric-3.0.3         biomeswevegone: Oh The Biomes We've Gone 1.4.4         bitsandchisels: BitsAndChisels 2.7.3         bobby: Bobby 5.0.1             com_typesafe_config: config 1.4.2             org_spongepowered_configurate-core: configurate-core 4.1.2             org_spongepowered_configurate-hocon: configurate-hocon 4.1.2         boostedbrightness: Boosted Brightness 2.2.0         bountiful: Bountiful 6.0.4+1.20.1         camerapture: Camerapture 1.7.2             io_github_darkxanter_webp-imageio: webp-imageio 0.3.2         carryon: Carry On 2.1.2.7         chat_heads: Chat Heads 0.13.7         chatanimation: ChatAnimation 1.0.5         chimes: Chimes 2.0.1         chunky: Chunky 1.3.146         cloth-config: Cloth Config v11 11.1.136             cloth-basic-math: cloth-basic-math 0.6.1         cloudboots: Cloud Boots 1.20.1-fabric-3.0.0         cobbledex: Cobbledex 1.1.0         cobblefoods: CobbleFoods 1.3.2-1.20.1         cobblemizer: Cobblemon Customizer for Fabric 2.0.2         cobblemon: Cobblemon 1.5.2+1.20.1         cobblemon_chaining: Cobblemon Chaining 1.5-fabric-1.0.1         cobblemon_counter: Cobblemon Counter 1.5-fabric-1.2.0         cobblemon_move_inspector: Cobblemon Move Inspector 1.1.1         cobblemonintegrations: Cobblemon Integrations 1.0.7         cobblemonridingfabric: Cobblemon Riding Fabric 1.2.6         cobblenav: Cobblenav 1.3.5             fabric-permissions-api-v0: fabric-permissions-api 0.2-SNAPSHOT         cobblepedia: Cobblepedia 0.6.8         cobbreeding: Cobbreeding 1.7.0         collective: Collective 7.87         controlling: Controlling For Fabric 12.0.2         convenientdecor: Convenient Decor 0.4.3             omega-config: OmegaConfig 1.4.0+1.20.1         cookingforblockheads: Cooking for Blockheads 16.0.9         corgilib: CorgiLib 4.0.3.3         craftingtweaks: Crafting Tweaks 18.2.5         crafttweaker: CraftTweaker 14.0.44         crawl: Crawl 0.12.0             mm: Manningham Mills 2.3         dailyshop: Daily Shop 1.1.0         defaulted_hotkeys: Defaulted Hotkeys 1.2         defaultoptions: Default Options 18.0.1         dynamiccrosshair: Dynamic Crosshair 9.3             dynamiccrosshair-api: DynamicCrosshair API 1.1             libbamboo: LibBamboo 2.2         dynamiccrosshaircompat: Dynamic Crosshair Compat 4.0         elementa: Elementa 708         emojiful: Emojiful 4.2.0             com_esotericsoftware_yamlbeans_yamlbeans: yamlbeans 1.15         enhancedcelestials: Enhanced Celestials 1.20.1-5.0.1.0         essential: Essential 1.3.8.4         essential-container: essential-container 1.0.0             essential-loader: essential-loader 1.2.4         evenmoreinstruments: Even More Instruments! 6.1.3.1         fabric-api: Fabric API 0.92.2+1.20.1             fabric-api-base: Fabric API Base 0.4.31+1802ada577             fabric-api-lookup-api-v1: Fabric API Lookup API (v1) 1.6.36+1802ada577             fabric-biome-api-v1: Fabric Biome API (v1) 13.0.13+1802ada577             fabric-block-api-v1: Fabric Block API (v1) 1.0.11+1802ada577             fabric-block-view-api-v2: Fabric BlockView API (v2) 1.0.1+1802ada577             fabric-blockrenderlayer-v1: Fabric BlockRenderLayer Registration (v1) 1.1.41+1802ada577             fabric-client-tags-api-v1: Fabric Client Tags 1.1.2+1802ada577             fabric-command-api-v1: Fabric Command API (v1) 1.2.34+f71b366f77             fabric-command-api-v2: Fabric Command API (v2) 2.2.13+1802ada577             fabric-commands-v0: Fabric Commands (v0) 0.2.51+df3654b377             fabric-containers-v0: Fabric Containers (v0) 0.1.64+df3654b377             fabric-content-registries-v0: Fabric Content Registries (v0) 4.0.11+1802ada577             fabric-convention-tags-v1: Fabric Convention Tags 1.5.5+1802ada577             fabric-crash-report-info-v1: Fabric Crash Report Info (v1) 0.2.19+1802ada577             fabric-data-attachment-api-v1: Fabric Data Attachment API (v1) 1.0.0+de0fd6d177             fabric-data-generation-api-v1: Fabric Data Generation API (v1) 12.3.4+1802ada577             fabric-dimensions-v1: Fabric Dimensions API (v1) 2.1.54+1802ada577             fabric-entity-events-v1: Fabric Entity Events (v1) 1.6.0+1c78457f77             fabric-events-interaction-v0: Fabric Events Interaction (v0) 0.6.2+1802ada577             fabric-events-lifecycle-v0: Fabric Events Lifecycle (v0) 0.2.63+df3654b377             fabric-game-rule-api-v1: Fabric Game Rule API (v1) 1.0.40+1802ada577             fabric-item-api-v1: Fabric Item API (v1) 2.1.28+1802ada577             fabric-item-group-api-v1: Fabric Item Group API (v1) 4.0.12+1802ada577             fabric-key-binding-api-v1: Fabric Key Binding API (v1) 1.0.37+1802ada577             fabric-keybindings-v0: Fabric Key Bindings (v0) 0.2.35+df3654b377             fabric-lifecycle-events-v1: Fabric Lifecycle Events (v1) 2.2.22+1802ada577             fabric-loot-api-v2: Fabric Loot API (v2) 1.2.1+1802ada577             fabric-loot-tables-v1: Fabric Loot Tables (v1) 1.1.45+9e7660c677             fabric-message-api-v1: Fabric Message API (v1) 5.1.9+1802ada577             fabric-mining-level-api-v1: Fabric Mining Level API (v1) 2.1.50+1802ada577             fabric-model-loading-api-v1: Fabric Model Loading API (v1) 1.0.3+1802ada577             fabric-models-v0: Fabric Models (v0) 0.4.2+9386d8a777             fabric-networking-api-v1: Fabric Networking API (v1) 1.3.11+1802ada577             fabric-networking-v0: Fabric Networking (v0) 0.3.51+df3654b377             fabric-object-builder-api-v1: Fabric Object Builder API (v1) 11.1.3+1802ada577             fabric-particles-v1: Fabric Particles (v1) 1.1.2+1802ada577             fabric-recipe-api-v1: Fabric Recipe API (v1) 1.0.21+1802ada577             fabric-registry-sync-v0: Fabric Registry Sync (v0) 2.3.3+1802ada577             fabric-renderer-api-v1: Fabric Renderer API (v1) 3.2.1+1802ada577             fabric-renderer-indigo: Fabric Renderer - Indigo 1.5.2+85287f9f77             fabric-renderer-registries-v1: Fabric Renderer Registries (v1) 3.2.46+df3654b377             fabric-rendering-data-attachment-v1: Fabric Rendering Data Attachment (v1) 0.3.37+92a0d36777             fabric-rendering-fluids-v1: Fabric Rendering Fluids (v1) 3.0.28+1802ada577             fabric-rendering-v0: Fabric Rendering (v0) 1.1.49+df3654b377             fabric-rendering-v1: Fabric Rendering (v1) 3.0.8+1802ada577             fabric-resource-conditions-api-v1: Fabric Resource Conditions API (v1) 2.3.8+1802ada577             fabric-resource-loader-v0: Fabric Resource Loader (v0) 0.11.10+1802ada577             fabric-screen-api-v1: Fabric Screen API (v1) 2.0.8+1802ada577             fabric-screen-handler-api-v1: Fabric Screen Handler API (v1) 1.3.30+1802ada577             fabric-sound-api-v1: Fabric Sound API (v1) 1.0.13+1802ada577             fabric-transfer-api-v1: Fabric Transfer API (v1) 3.3.5+8dd72ea377             fabric-transitive-access-wideners-v1: Fabric Transitive Access Wideners (v1) 4.3.1+1802ada577         fabric-language-kotlin: Fabric Language Kotlin 1.13.0+kotlin.2.1.0             org_jetbrains_kotlin_kotlin-reflect: kotlin-reflect 2.1.0             org_jetbrains_kotlin_kotlin-stdlib: kotlin-stdlib 2.1.0             org_jetbrains_kotlin_kotlin-stdlib-jdk7: kotlin-stdlib-jdk7 2.1.0             org_jetbrains_kotlin_kotlin-stdlib-jdk8: kotlin-stdlib-jdk8 2.1.0             org_jetbrains_kotlinx_atomicfu-jvm: atomicfu-jvm 0.26.1             org_jetbrains_kotlinx_kotlinx-coroutines-core-jvm: kotlinx-coroutines-core-jvm 1.9.0             org_jetbrains_kotlinx_kotlinx-coroutines-jdk8: kotlinx-coroutines-jdk8 1.9.0             org_jetbrains_kotlinx_kotlinx-datetime-jvm: kotlinx-datetime-jvm 0.6.1             org_jetbrains_kotlinx_kotlinx-io-bytestring-jvm: kotlinx-io-bytestring-jvm 0.6.0             org_jetbrains_kotlinx_kotlinx-io-core-jvm: kotlinx-io-core-jvm 0.6.0             org_jetbrains_kotlinx_kotlinx-serialization-cbor-jvm: kotlinx-serialization-cbor-jvm 1.7.3             org_jetbrains_kotlinx_kotlinx-serialization-core-jvm: kotlinx-serialization-core-jvm 1.7.3             org_jetbrains_kotlinx_kotlinx-serialization-json-jvm: kotlinx-serialization-json-jvm 1.7.3         fabricloader: Fabric Loader 0.16.9             mixinextras: MixinExtras 0.4.1         fabricskyboxes: FabricSkyBoxes 0.7.3+mc1.20.1         fancymenu: FancyMenu 3.3.2             com_github_keksuccino_japng: japng 0.5.3             com_github_rtyley_animated-gif-lib-for-java: animated-gif-lib-for-java animated-gif-lib-1.7         faux-custom-entity-data: Faux-Custom-Entity-Data 6.0.1         fightorflight: Cobblemon Fight or Flight Fabric 0.5.0         findme: FindMe 3.2.1         forgeconfigapiport: Forge Config API Port 8.0.1         ftbchunks: FTB Chunks 2001.3.4         ftblibrary: FTB Library 2001.2.7         ftbranks: FTB Ranks 2001.1.3         ftbteams: FTB Teams 2001.3.0         geckolib: GeckoLib 4 4.4.9             com_eliotlash_mclib_mclib: mclib 20         genshinstrument: Genshin Instruments 4.0.2         globalgamerule: Global Game Rule 1.1         globalpacks: Global Data- & Resourcepacks 1.16.1_fabric         gooeylibs: GooeyLibs 3.0.0+1.20.1         gravels_extended_battles: Gravel's Extended Battles 1.4.0         hearth_and_home: Hearth & Home 1.20.1-2.0.3         heartstone: Heartstone 1.20-1.3.0         hopobetterunderwaterruins: Hopo Better Underwater Ruins 1.1.5         hotkettles: Hot Kettles 1.0.0+mc1.20.1         hunt: Hunt 1.1.0         iceberg: Iceberg 1.1.25         impactor: Impactor 5.2.6+1.20.1             adventure-platform-fabric: adventure-platform-fabric 5.9.0                 net_kyori_adventure-platform-api: adventure-platform-api 4.3.0                 net_kyori_adventure-text-serializer-ansi: adventure-text-serializer-ansi 4.14.0                 net_kyori_ansi: ansi 1.0.2             cloud: Cloud 2.0.0-beta.2                 org_incendo_cloud-brigadier: cloud-brigadier 2.0.0-beta.2                 org_incendo_cloud-core: cloud-core 2.0.0-beta.2                 org_incendo_cloud-minecraft-modded-common-fabric-repack_: cloud-minecraft-modded-common-fabric-repack 2.0.0-beta.2                 org_incendo_cloud-services: cloud-services 2.0.0-beta.2             impactor-command-api: Impactor Command API 5.2.5+1.20.1-SNAPSHOT             io_leangen_geantyref_geantyref: geantyref 1.3.15             net_kyori_adventure-api: adventure-api 4.14.0             net_kyori_adventure-key: adventure-key 4.14.0             net_kyori_adventure-nbt: adventure-nbt 4.14.0             net_kyori_adventure-text-logger-slf4j: adventure-text-logger-slf4j 4.14.0             net_kyori_adventure-text-minimessage: adventure-text-minimessage 4.14.0             net_kyori_adventure-text-serializer-gson: adventure-text-serializer-gson 4.14.0             net_kyori_adventure-text-serializer-json: adventure-text-serializer-json 4.14.0             net_kyori_adventure-text-serializer-legacy: adventure-text-serializer-legacy 4.14.0             net_kyori_adventure-text-serializer-plain: adventure-text-serializer-plain 4.14.0             net_kyori_event-api: event-api 5.0.0-SNAPSHOT             net_kyori_examination-api: examination-api 1.3.0             net_kyori_examination-string: examination-string 1.3.0             org_incendo_cloud-annotations: cloud-annotations 2.0.0-beta.2             org_incendo_cloud-minecraft-extras: cloud-minecraft-extras 2.0.0-beta.2             org_incendo_cloud-processors-common: cloud-processors-common 1.0.0-beta.1             org_incendo_cloud-processors-confirmation: cloud-processors-confirmation 1.0.0-beta.1             placeholder-api: Placeholder API 2.1.3+1.20.1         indium: Indium 1.0.34+mc1.20.1         ipo: Improved Pillager Outpost 3         iris: Iris 1.7.5+mc1.20.1             io_github_douira_glsl-transformer: glsl-transformer 2.0.1             org_anarres_jcpp: jcpp 1.4.14             org_antlr_antlr4-runtime: antlr4-runtime 4.13.1         item_obliterator: Item Obliterator 2.3.0         java: OpenJDK 64-Bit Server VM 17         journeymap: Journeymap 5.10.3             journeymap-api-fabric: JourneyMap API 1.20-1.9-fabric-SNAPSHOT         justhammers: Just Hammers 2.0.4+mc1.20.1         kambrik: Kambrik 6.1.1+1.20.1         konkrete: Konkrete 1.8.1         kubejs: Star Academy 2001.6.5-build.16         labels: labels 1.20-1.20.2         legendarytooltips: Legendary Tooltips 1.4.5         lootbags: Resourceful Lootbags 2.0.0             resourcefullib: Resourceful Lib 2.0.8                 com_teamresourceful_yabn: yabn 1.0.3         lootballs: Cobblemon Loot Balls 1.1.4         lootbeams: LootBeams 3.1.1-mc1.20-.4         lootr: Lootr 0.7.35.85         megamons: Ascension Megamons 1.5.0+1.20.1-forge+fabric-75b66fa         melody: Melody 1.0.3         midnightlib: MidnightLib 1.4.1         minecraft: Minecraft 1.20.1         mint: El & L's Dye Mod 1.0.5+1.20.1         modernfix: ModernFix 5.19.7+mc1.20.1         modmenu: Mod Menu 7.2.2         moonlight: Moonlight 1.20-2.13.41         more_cobblemon_tweaks: MoreCobblemonTweaks 0.7.1         mousetweaks: Mouse Tweaks 2.26         mousewheelie: Mouse Wheelie 1.13.0+mc1.20.1             amecsapi: Amecs API 1.5.1+mc1.20-pre1             coat: Coat 1.0.0-beta.20+mc1.20-pre1             tweed4_annotated: tweed4_annotated 1.3.1+mc1.20-pre1             tweed4_base: tweed4_base 1.7.1+mc1.20-pre1             tweed4_data: tweed4_data 1.2.1+mc1.20-pre1             tweed4_data_hjson: tweed4_data_hjson 1.1.1+mc1.20-pre1             tweed4_tailor_coat: tweed4_tailor_coat 1.1.3+mc1.20-pre1             tweed4_tailor_lang_json_descriptions: tweed4_tailor_lang_json_descriptions 1.1.0+mc1.20-pre1             tweed4_tailor_screen: tweed4_tailor_screen 1.1.4+mc1.20-pre1         mr_tidal_towns: Tidal Towns 1.3.4         mss: Moog's Soaring Structures 1.2.6-1.20-fabric         muffins_picnic: Muffin's Picnic 1.0.0         mvs: Moog's Voyager Structures 4.1.4-1.20-fabric         mythsandlegends: Myths and Legends 1.6.1             com_moandjiezana_toml_toml4j: toml4j 0.7.2         naturescompass: Nature's Compass 1.20.1-2.2.3-fabric         necronomicon: Necronomicon 1.6.0         nightlights: Night Lights 1.1         numismatic-overhaul: Numismatic Overhaul 0.2.14+1.20             cardinal-components-base: Cardinal Components API (base) 5.2.1             cardinal-components-entity: Cardinal Components API (entities) 5.2.1             stacc: Stacc 1.7.0         ohthetreesyoullgrow: Oh The Trees You'll Grow 1.20.1-1.3.3         org_jetbrains_annotations: annotations 13.0         owo: oωo 0.11.2+1.20         packetfixer: Packet Fixer 2.0.0         patchouli: Patchouli 1.20.1-84-FABRIC             fiber: fiber 0.23.0-2         pehkui: Pehkui 3.8.3+1.14.4-1.21             kanos_config: Kanos Config 0.4.1+1.14.4-1.19.4         player_roles: Player Roles 1.6.6             more_codecs: More Codecs 0.3.1+1.19.4             player_roles_api: Player Roles API 1.6.6         playerladder: Player Ladder 0.6.0-1.20         pokeblocks: Pokeblocks 1.3.0-1.20.1         prism: Prism 1.0.5         puzzleslib: Puzzles Lib 8.1.25             puzzlesaccessapi: Puzzles Access Api 8.0.7         resourcepackoverrides: Resource Pack Overrides 8.0.3         rhino: Rhino 2001.2.3-build.6         roughlyenoughitems: Roughly Enough Items 12.1.785             error_notifier: Error Notifier 1.0.9         seamless_loading_screen: Seamless Loading Screen 2.0.3+1.20.1         searchables: Searchables 1.0.3         server-hats: Server Hats 0.16         shadertoggle: Shader Toggle 1.0         shouldersurfing: Shoulder Surfing Reloaded 4.9.1         sit: Sit 1.20.1-27         slide_show: Slide Show 1.0.3-Enhancement-1         smoothswapping: Smooth Swapping 0.9.3.1         sodium: Sodium 0.5.11+mc1.20.1         sodium-extra: Sodium Extra 0.5.4+mc1.20.1-build.115             caffeineconfig: CaffeineConfig 1.3.0+1.17             crowdin-translate: CrowdinTranslate 1.4+1.19.3         solara_dimension: Solara Dimension  0.1A         sophisticatedbackpacks: Sophisticated Backpacks 1.20.1-3.20.17.1.60         sophisticatedcore: Sophisticated Core 1.20.1-0.7.12.2.96             porting_lib_extensions: Porting Lib Extensions 2.3.2+1.20.1                 porting_lib_accessors: Porting Lib Accessors 2.3.2+1.20.1                 porting_lib_attributes: Porting Lib Attributes 2.3.2+1.20.1                 porting_lib_common: Porting Lib Common 2.3.2+1.20.1                 reach-entity-attributes: Reach Entity Attributes 2.4.0             porting_lib_fluids: Porting Lib Fluids 2.3.2+1.20.1             porting_lib_loot: Porting Lib Loot 2.3.2+1.20.1                 porting_lib_lazy_registration: Porting Lib Lazy Register 2.3.2+1.20.1             porting_lib_model_loader: Porting Lib Model Loader 2.3.2+1.20.1             porting_lib_networking: Porting Lib Networking 2.3.2+1.20.1                 porting_lib_core: Porting Lib Core 2.3.2+1.20.1             porting_lib_tool_actions: Porting Lib Tool Actions 2.3.2+1.20.1             porting_lib_transfer: Porting Lib Transfer 2.3.2+1.20.1             team_reborn_energy: Energy 3.0.0         sophisticatedstorage: Sophisticated Storage 1.20.1-0.11.3.1.73             noindium: No Indium? 1.1.0+1.20         spawnercontrol: Spawner Control 1.1         starterkit: Starter Kit 7.1         stoneworks: Stoneworks 8.0.0         terrablender: TerraBlender 3.0.1.7         terrastorage: Terrastorage 1.0.7             com_electronwill_night-config_core: core 3.8.1             com_electronwill_night-config_toml: toml 3.8.1         terrastorageicons: Terrastorage Icons 1.0.0         toastkiller: The Open Sauce Toast Killer 1.0         toms_storage: Tom's Simple Storage Mod 1.6.9         totw_modded: Towers Of The Wild: Modded fabric-1.20.1-1.0.5         travelerstitles: Traveler's Titles 1.20-Fabric-4.0.2         treeharvester: Tree Harvester 9.1         trinkets: Trinkets 3.7.2         universalcraft: UniversalCraft 419         veinmining: Vein Mining 1.5.0+1.20.1             spectrelib: SpectreLib 0.13.15+1.20.1         vigilance: Vigilance 306         voicechat: Simple Voice Chat 1.20.1-2.5.26         waystones: Waystones 14.1.6         wherearemytms: Where Are My TMs? 2.1.2-hotfix         worldedit: WorldEdit 7.2.15+6463-5ca4dff         wthit: wthit 8.15.5         wwoo: William Wythers' Overhauled Overworld 2.0.0         yet_another_config_lib_v3: YetAnotherConfigLib 3.6.2+1.20.1-fabric             com_twelvemonkeys_common_common-image: common-image 3.12.0             com_twelvemonkeys_common_common-io: common-io 3.12.0             com_twelvemonkeys_common_common-lang: common-lang 3.12.0             com_twelvemonkeys_imageio_imageio-core: imageio-core 3.12.0             com_twelvemonkeys_imageio_imageio-metadata: imageio-metadata 3.12.0             com_twelvemonkeys_imageio_imageio-webp: imageio-webp 3.12.0             org_quiltmc_parsers_gson: gson 0.2.1             org_quiltmc_parsers_json: json 0.2.1         yetanotherchancebooster: YetAnotherChanceBooster 1.0.1         yungsapi: YUNG's API 1.20-Fabric-4.0.6             org_javassist_javassist: javassist 3.29.2-GA         zoomify: Zoomify 2.14.2+1.20.1             com_akuleshov7_ktoml-core-jvm: ktoml-core-jvm 0.5.2     Loaded Shaderpack: (off)     Server Running: true     Player Count: 0 / 8; []     Data Packs: vanilla, fabric, bountiful:compat-numismatic-overhaul, AllTheMons Release 1.8.2 V129, BattleBond [V1.4] (incompatible), CobbleCafe (incompatible), MSS-ConfigPack-1.19+ (incompatible), MVS-ConfigPack-1.19+ (incompatible), Missing Legends V1.2[No Genesect or Regi Resize], Moonlight Mods Dynamic Assets, MythsandLegends-Datapack-v1.0.4, PokeSizes-1.1.1, Vivillon Pride Patterns v1.0, _Star Academy_, bopack, capture-border-v1.0.0 (incompatible)     Enabled Feature Flags: minecraft:vanilla     World Generation: Stable     Type: Integrated Server (map_client.txt)     Is Modded: Definitely; Client brand changed to 'fabric'; Server brand changed to 'fabric'     Launched Version: fabric-loader-0.16.9-1.20.1
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