ATLASVFX - EFFECTS, AURAS, AND APPEARANCES.
AtlasVFX is a visual effects library for other mods. Rpg Minibosses, Mo' Mana and Rooster's Ratchetguns bundle it, so you don't install it separately. On its own it adds nothing to the world until a mod or a server turns something on.
Every effect is drawn from the game's own textures: particles, block atlases and the End portal sky. AtlasVFX ships no effect textures of its own, so effects follow your resource pack.
Effects are built from a small set of shapes: novas, blasts, beams, arcs, cones, rings and drifting motes. Ground telegraphs warn you where an attack is about to land, as circles, rings, cones or lines that fill as the hit approaches and flash when it lands. Weapon trails follow the blade or point that made them and fade from the tail.
Auras are light that stays with a body: a turning circle of glyphs at the feet, a shell that glows along its edge, sparks circling at chest height, embers rising, or strands winding up the body. They scale to the body they're on, so a baby zombie and a ravager both look right. They hide when the body is invisible, fade as it dies, and stay out of your view in first person.
Character effects change how a body is drawn. Overlays add the enchantment glint, a glow from within, the charged creeper's swirl or the End sky on top. Looks can swap a body for the End sky, a see-through ghost, a solid glow, or another texture. Glint, outlines and other effect overlays are left alone.
Appearances let players be seen as another model. Eleven come with it: RPG Minibosses' Forsaken Rogue, Templar, Juggernaut, Fire Mage, White Mage, Dark Mage and Mercenary, plus the Raider, Reverent, Ruffian and Spellblade.
The model follows your pose, so walking, sneaking, Better Combat swings and other animation mods all carry over, and its head turns where you look. Your armour, cape and other worn layers are hidden while you wear one, and held items still show. In first person you see the model's arms, and only its arms during first-person attack animations.
Press O to choose an appearance. Each one is shown on you live in the list, with a large preview that follows the mouse. Your choice is saved with the world, and every player sees it. The first time you join, the screen opens on its own once nothing else is on screen, so welcome screens from other mods come first.
Appearances can be locked behind advancements. Locked ones stay in the list, greyed out with the advancement they need, and you can preview them but not wear them. Earning the advancement unlocks the appearance immediately.
Works with Sodium. Under Iris shader packs, effects never cast shadows, and looks that don't suit shader packs fall back to drawing on top instead.
For server owners: appearances are off by default. Turn them on in config/atlasvfx.json with "enabled": true. "prompt_on_first_join" is on by default, and only applies once appearances are enabled. Your server's setting is the one that counts.
To lock an appearance, add a data pack file at data/<namespace>/atlasvfx_unlocks/<name>.json containing {"advancement": "<id>"}. /reload picks it up. Appearances can also be added with a resource pack: assets/<namespace>/atlasvfx_appearances/<name>.json.
For mod developers: AtlasVFX is on a public Maven at https://cleannrooster.github.io/atlasvfx-maven/ as dev.eann:atlasvfx-fabric, atlasvfx-neoforge and atlasvfx-common.
Adventurer models, textures and animations are from RPG Minibosses.
For a preview of how it works in a mod that bundles it currently (Mo Mana): look at this video.