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Entity Player Compat

Fresh Animations: Player Extension x Better Combat and PlayerAnimator compatibility
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entity_player_compat-forge-2.2.0.jar

File nameentity_player_compat-forge-2.2.0.jar
Uploader
ExersExers
Uploaded
Jul 21, 2026
Downloads
125
Size
40.7 KB
Mod Loaders
Forge
File ID
8476683
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:entity-player-compat-1497436:8476683")

Learn more about Curse Maven

What's new

2.2.0 - 1.21.1, 1.20.1, and new 1.21.11 & 26.2 ports

Big update

Fixes

- Head stays calm during combat: Whenever a PlayerAnimator animation is active (attacks, bow aiming, mace slams, right-click-triggered pack animations), only EMF's head *rotation* is suppressed the head keeps the vanilla look rotation, while the pack keeps driving the head's position so it rides the torso with the pack's own tuned damping (no over-rotation, no rigid bounce when jumping).

- Not Enough Animations compatibility: EPC now watches which body parts NEA is posing each frame (bow drawing, crossbows, eating, maps...) and pauses EMF on exactly those parts, with the same follow/armor treatment as PlayerAnimator parts. Drawn bows no longer fight the resource pack's arm animations.

- Smooth hand-back to EMF: When an attack animation ends, EMF's pose now eases back in over a quarter second instead of snapping implemented as a blend inside EMF's own write path, so it composes with PlayerAnimator's fade-outs.

 

New

 

- Minecraft 1.21.11 port! (Fabric + NeoForge) built on Player Animation Library 1.1.8 and EMF 3.2.4, adapted to the new submit-based render pipeline.

- Minecraft 26.2 port! (Fabric + NeoForge) on Player Animation Library 1.2.5 and EMF 3.2.6.

- (WIP): Thanks to the Not Enough Animations compat there is a possibility of making the mod sort of an API (could separate modules later) but this is still very early, this decision is because EPC offers good tools that direct EMF compat could miss in specific use of case situations so instead of further adapting next versions to specific compatibilities there will be the possibility for mod makers to make use of this API and save a lot of time and effort. (still not confirmed)

 

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