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Better Combat × Epic Fight Compat

Auto-switches combat between Epic Fight and Better Combat depending on your Epic Fight battle mode state.
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bc_ef_compat-1.0.2.jar

File namebc_ef_compat-1.0.2.jar
Uploader
epic_loverepic_lover
Uploaded
Aug 11, 2026
Downloads
59
Size
12.2 KB
Mod Loaders
Forge
File ID
8621257
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:better-combat-epic-fight-compat-1645400:8621257")

Learn more about Curse Maven

What's new

What's Changed in 1.0.2

Fixed

  • BC/EF re-login sync race: Better Combat's ClientNetwork (ConfigSync packet handler) unconditionally sets BetterCombatClient.ENABLED = true on every server/world join, regardless of the player's current Epic Fight mode. Since ChangePlayerModeEvent only fires on an actual mode change, a player who saved while already in EF battle mode would rejoin with ENABLED stuck true, causing EF and BC to both intercept the same left-click at once (attacks getting eaten or misfiring). Now force-resynced against the actual current EF mode a few ticks after joining.
  • efn/yamato weapons were being auto-registered to Better Combat: The exclusion logic for efn: and cdmoveset:*yamato* items lived below the built-in category checks, so it was effectively dead code (cdmoveset:yamato items register under the built-in TACHI/SWORD category, not a custom YAMATO one, so the earlier check always returned first). Moved the exclusion to the top of the mapping function, and it now force-clears any existing BC registration for these items instead of just skipping new ones.
  • Other players' Better Combat weapon poses could be incorrectly hidden in multiplayer: BCPoseOverrideMixin was checking Minecraft.getInstance().player (always the local player) instead of the entity actually being animated (this). As a result, whenever the local player was in EF battle mode, every other visible player's BC weapon pose was hidden too. Now checks the correct entity.
  • A single bad item could silently abort the whole weapon auto-registration pass: Wrapped per-item processing in WeaponAutoRegistrar in a try/catch so one failure no longer skips registration for the rest of the item registry.
  • Mod list showed the wrong version: mods.toml had a hardcoded version="0.1.0" instead of using the ${mod_version} template; the mod list now shows the actual build version.

Added

  • Diagnostic logging (tagged [efbcswitch]) for weapon auto-registration and EF/BC sync state.

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