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Character Select

Adds a terraria-like character system and seperation between said characters and thier worlds
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charselect-1.1.1.jar

File namecharselect-1.1.1.jar
Uploader
AtomikBZ_AtomikBZ_
Uploaded
Aug 23, 2026
Downloads
39
Size
216.3 KB
Mod Loaders
NeoForge
File ID
8718593
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:character-select-1625005:8718593"

Learn more about Curse Maven

What's new

Changelog

1.1.1

New

  • Cosmetic Armor Reworked integration. Cosmetic armour now follows the character, and travels with it between singleplayer and servers the same way your inventory does. Previously it was stored per account, so every character on one account shared a single cosmetic loadout and switching characters left the last one's armour on.

    Because it travels, it counts as items — those four slots hold real stacks you can take back out — so it is stripped along with the rest of your items on a server with itemsTransfer off. A cosmetic loadout from before the mod was installed is cleared rather than adopted by the first character to play, since there is no reliable way to tell "left over from before" apart from "belongs to another character".

Fixes

  • Singleplayer no longer loses the last moments before you quit. Quitting to the title screen cleared the active character while the world was still shutting down, so the final save had no character to write to. Autosaves hid most of it, but anything done since the last autosave was silently dropped.

1.1 — Multiplayer

Character Select now works on servers. Your characters are yours, they travel with you, and the server keeps its own honest copy of what happened while you were on it.

Multiplayer

  • Characters on servers. Joining a server running the mod asks which character you want to play before you spawn, exactly like the singleplayer picker. Your inventory, progress, and identity come with you.
  • /gamerule itemsTransfer decides whether items may come with a character from singleplayer onto the server. The first player to join a fresh world is asked once and their answer becomes the world's setting. Off means only identity travels — nickname, skin, and gamemode — and the character starts with a clean, server-local inventory. The server enforces this itself rather than trusting the client.
  • /character reconnect leaves the world so you can pick a different character, then reconnects you automatically. Servers only — in singleplayer just return to the character select screen.
  • Creative characters need operator permission. Bringing a creative character onto a server is effectively a permanent creative-mode grant, so it is gated behind the same permission you would need to give yourself creative in the first place. Non-operators are turned away at the door with an explanation, before they spawn. Singleplayer is unaffected.
  • Your local copy stays current. The server hands your character back while you are still connected: on every world autosave, and again the moment you quit. Nothing is stranded server-side waiting for a disconnect that has already happened.

Characters left behind

  • /gamerule charactersStayBehind (on by default) leaves a character standing in the world when you switch away from it or disconnect, wearing its own name and skin. It is a real entity — punchable, killable, and it persists across a server restart.
  • Reclaiming one puts you back exactly where it was standing.
  • Killing one has consequences. The stand-in is replaced by a corpse that lies where it fell and stays there. The next time that character loads, it spawns on that spot and dies for real — an ordinary death with ordinary drops. A hardcore character stays gone for good, exactly as it always would; any other character just dies once and carries on.

Mod integrations

  • Origins integration. A character's chosen origin travels with it. With itemsTransfer off, the origin still follows; with it on, unlocked powers do too.

Other

  • Character data now saves on the world's autosave, not only when you leave, so a crash costs a few minutes at most instead of a whole session.
  • Gamemode locking no longer applies to server players, so operators can change anyone's gamemode normally.

1.0.1

Fixes

  • Hardcore worlds work correctly again. Dying in a hardcore world is supposed to lock you to spectator mode for good, vanilla's own permadeath mechanic. A guard in 1.0.0 meant to stop survival characters cheating into creative/spectator was silently blocking that transition too, so dying in a hardcore world just... didn't do anything. Fixed — hardcore worlds and hardcore characters are independent and both work now.

New

  • Curses are tracked. A character caught wearing a permanent curse item — currently Enigmatic Legacy's Ring of Seven Curses — is marked Cursed in the character list, for good, the same way hardcore is tracked.
  • Convert a survival character to creative. Editing a survival character now offers To Creative, which makes a full copy of it — inventory, progress, everything — as a brand new creative character. The original is left exactly as it was.
  • Cross-world maps say so. A map carried into a world that never generated it has nothing to draw — vanilla already shows this as a blank map rather than crashing, but now the tooltip explains why instead of just looking broken.
  • The character list opens with your first character already selected.
  • A row's detail text (last played / worlds / playtime) scrolls into view on hover if it runs past the column instead of just being cut off.
  • If FancyMenu is installed and hasn't been configured to reskin the character screens, a small note says so in the corner (toggle: general.showFancyMenuHint).

For modpack authors

The README now lists the exact class names for CharacterSelectScreen and CharacterCreationScreen, for pointing FancyMenu or similar reskinning tools at them directly.

1.0.0

Initial release.

This mod has no additional files