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AEA for Origins

Alpha's Everything addon for Origins Fabric. Everflame exclusive
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aea-1.5.3+mc1.20.1.jar

File nameaea-1.5.3-mc1.20.1.jar
Uploader
AlphaBadAlphaBad
Uploaded
Nov 6, 2026
Downloads
20
Size
3.7 MB
Mod Loaders
Fabric
File ID
9468022
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:everything-addon-1779257:9468022"

Learn more about Curse Maven

What's new

Alpha's Everything Addon — Changelog (1.3.4 → 1.5.3)

Minecraft 1.20.1 · Fabric · Origins 1.10.2 / Apoli 2.9.2. AEA must be installed on both the client and the server.


1.5.3

Changed

  • aea:entity dolls with "selector": "@s" draw your real player again. The copy from 1.5.2 is reverted, so Figura avatars and origin visuals (recolours, custom models) show on the doll.

Added

  • aea:entity: show_scale (boolean, default false). The doll shows the entity's own size, e.g. from Pehkui: twice as big at 2x, half the size at 0.5x.
  • aea:entity: fit_scale (number, default 1). With show_scale, this is the size at which the doll fills its box. Set it to the largest size the entity can reach so the doll never grows out of the box.

1.5.1

Fixed

  • Data-driven keybinds stopped working after a respawn, rejoin or /reload. This affected Ternary Active Power and the other extra Origins, Apoli and Sync keys used by active powers. Apoli kept using the old key objects; AEA now updates them every time the keybinds are re-created.
  • aea:entity dolls changed size the wrong way with Pehkui: smaller as you grew, huge and cut off as you shrank. Dolls are now sized from the entity's normal size.

Changed

  • An entity that fails to draw in a GUI is now logged once, with the error, instead of being skipped silently.

1.5.0

Added: function macros (1.20.2 backport, built in)

  • Based on Function Macro Backport by ThatRobin (MIT), reworked:
    • $ lines in .mcfunction files, with $(name) variables.
    • /function <name> <compound>, e.g. function mypack:give {item:"diamond",count:3}.
    • /function <name> with block <pos> | entity <target> | storage <id> [path].
    • A line ending in \ continues on the next line.
  • Fixes compared to the standalone mod:
    • No log spam (it logged every expanded macro line).
    • It no longer replaces the function parser or the /function command. Vanilla still parses every normal line, so other mods that hook functions keep working.
    • A macro function run without arguments shows "Missing arguments to function …" instead of half-running. From a function tag, /schedule or an advancement reward it is skipped, with one warning in the log.

Added: aea:gui power (back)

  • Custom screens built from data: images (including progress bars), text, buttons, sliders, entity dolls, item slots and slot grids, optionally with the player's inventory. Slot contents and slider values can be remembered per player.
  • Entity actions: aea:open_gui, aea:close_gui, aea:gui_command, aea:gui_slot_action, aea:modify_gui_slot, aea:gui_craft.
  • Entity conditions: aea:gui_open, aea:gui_slot, aea:gui_value.

Changed

  • Devourer's Maw example: the furnace arrow is now a real progress bar that fills while the swallowed food digests, then you are fed and get a bone. The stray "hunger" label is replaced by "Digesting...".

1.4.0

Added: aea:mob_pathing (power for mobs)

  • Changes how walking mobs plan routes:
    • jump_height (max 8) and drop_height
    • airborne_pathing and airborne_reach, so bouncing or launched mobs keep following their path
    • walkable, blocked and avoid block rules
    • penalties per path node type
    • repath_interval

Added: aea:mob_ai (power for mobs)

  • remove: takes away vanilla behaviour while active: wander, look_around, look_at, melee, ranged, follow_owner, panic, flee, swim, revenge, all goals, all targeting, a brain-based mob's whole AI, or an exact goal class.
  • goals: aea:wander, aea:look_around, aea:look_at, aea:melee_attack, aea:follow, aea:flee and aea:custom (start/continue conditions, start/tick/stop actions, controls, duration, cooldown).
  • targets: aea:target (nearest match) and aea:retaliate (with alert_others).
  • never_target, attack_damage and reapply_interval.
  • Works on brain-based mobs (villagers, piglins, frogs, wardens…), and peaceful mobs get attack damage so they can melee.
  • Everything the power removed comes back when it is taken away.

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