Survival Crafting, Legendary Tier & Real Cape Physics
The mod was originally creative-mode only. This update adds full survival crafting, a much higher difficulty curve, a new top tier, and real cloth physics for the capes.
Survival Crafting
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Component Progression: Every cape can now be crafted in survival, built up through a component ladder: raw materials → Woven Cloth → Blank Cape, and Bronze / Silver / Golden / Legendary Emblems, each consuming several of the tier below it.
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Scaled Difficulty: Difficulty scales hard with rarity. Common and Uncommon capes use everyday materials and dyes. Rare capes require diamonds, emeralds, and gold. Epic capes (staff and personal capes) each require a Nether Star — a genuine Wither kill per cape.
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MINECON Requirements: Every MINECON cape requires at least one Nether Star via a new MINECON Medallion item, so none of them are casually obtainable.
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Year-Themed MINECON Capes: MINECON capes are individually reworked to reflect the actual year they represent:
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2011 (Las Vegas) — Ender Dragon/Minecraft 1.0 themed; requires a Dragon Head and two Medallions.
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2012 (Paris) — "Pretty Scary Update" themed; requires Wither Skeleton Skulls and two Medallions.
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2013 (Orlando) — Horse Update themed.
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2015 (London) — End cities/Shulker themed.
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2016 (Anaheim) — Elytra/exploration themed.
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2019 (unused design) — Bees and raids themed.
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Recipe Access: All recipes are visible in JEI. Capes remain available via the Creative inventory tab as well.
New Legendary Tier
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Mojang Exclusive: A golden tier above Epic, reserved for the three genuine Mojang staff capes. Legendary items display with a bold gold name and a permanent enchantment shimmer.
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The Mojang Cape: The flagship Mojang Cape is the single hardest item in the mod: two Legendary Emblems (10 Nether Stars total) plus your world's one and only Dragon Egg, a Netherite Block, and a Beacon. Realistically obtainable once per world.
Real Cape Physics
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Cloth Simulation: Capes are no longer a rigid slab. Each one is now simulated as real cloth, cut into 16 physics-driven segments — it ripples while you walk, streams out when you sprint, billows upward when you fall, lifts when you crouch, and settles naturally when you stop.
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Custom Configuration: Fully configurable via
config/vanillacapes-client.toml: gravity, drag/swing strength, stiffness, damping, wind ripple, solver quality, and max bend angle can all be tuned.wavyCapes = falsereverts to rigid vanilla-style movement if preferred. -
Framerate Independent: Physics run once per game tick and rendering only interpolates between steps, so behavior is identical regardless of framerate.
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Standalone System: No external cape-physics mod required — this is fully built in.

