Fun Modded Items 3.0.20
Curse Maven Snippet
What's new
Fun Stuff — Changelog
Everything since the Black Clover allies release (2026-09-19). Newest first. Minecraft 1.20.1 · Fabric · Palladium 4.5.9.
Since 1.1.0 this jar also carries the Sword Vault and Transformers packs — they have their own namespaces (swordvault:, transformers:) and their own creative entries, but they ship and update as one file. Do not keep separate swordvault-*.jar or transformers-*.jar in mods/.
1.1.3 — 2026-09-22 · The leaps stopped crashing the world, Mjölnir has its model back
Bifrost Leap and Molten Leap killed the server tick loop.
Mjölnir's third ability and the Magma Greatsword's second are the same kind of move — you leap, and when you land the weapon adds a second effect, the shockwave ring. That second effect was being pushed into the very list the effect ticker was walking, which Java refuses:
Because it came out of the server tick loop it took the whole world down, so everyone on the world crashed, not just the player who used the move.
- The ticker walks the effect list by index now, and anything created during a tick waits in a pending queue that is merged once the tick finishes. No effect can disturb the list it is running inside.
- This covers every move that spawns another effect, not just the two leaps: chain lightning's follow-up strike, the dash trails, the meteor, the bleed, the waves and the auras.
Mjölnir rendered as the missing-model cube.
A background rebuild was still regenerating the weapon art when the previous jar was packed, so two files were caught mid-write and shipped missing — the log named them: Unable to load model: swordvault:mjolnir#inventory.
mjolnir.json— the item model carrying the hammer and its lightning geometry (127 elements) — is in the jar again.thrown.json— the invisible placeholder that holds the slot while a thrown hammer, axe or trident is in the air — was deleted and never rewritten; restored. Without it the throw still worked, but the placeholder had no model.- Checked every registered weapon against its model afterwards: all present. (The weapons themselves are registered in Java, so none of them were ever at risk of disappearing.)
1.1.2 — 2026-09-21 · Animations back
- The per-tick ability cache from 1.1.1 keyed on a client-side tick counter that never moved, so every animation read an empty snapshot and no pose played — the skateboard tricks, the saber poses and the Sword Vault arm poses all went dead. The cache refreshes on a 50 ms clock, keys players by UUID, and falls back to asking Palladium directly if it ever fails.
1.1.1 — 2026-09-21 · The lag was in here
- The server ran at 2.5 ticks a second in an empty world, and this was why. The bundled Transformers code asked the world for "every Grimlock" inside a ±30,000,000-block box, every tick, in every dimension — the game answers that by visiting ~3.75 million chunk-section columns per query, six queries a tick, ~300 ms of work whether or not anyone had the power. Both loops now walk the loaded-entity list instead (a few hundred entries). Mobs, chunks and everything else stopped stuttering.
- Client-side: the animation script's per-frame ability lookups replaced with a per-tick cache (80% of the render thread across the three packs).
1.1.0 — 2026-09-21 · Sword Vault and Transformers folded in
Three mods became one file, at the user's request, to keep the load order and the updates simple.
Sword Vault — seventeen weapons, each painted as a picture and cut onto thin plates (no box-stack swords), each with its own abilities, arm poses, recipe and creative entry: Elucidator & Dark Repulser, Twin Katanas, Ember & Void, Yoru, Mjölnir, the Leviathan Axe, the Magma Greatsword, the Sanctified Claymore, the Crimson Trident, the Night Sky Blade, the Radiant Greatsword, the Crimson Reaper, the Nebula Blade, Diamond Inferno, the Crystal Trident, the Amethyst Katana and the Frost Scythe — 62 abilities in total, all driven by compiled Java (com.kenpachisan.swordvault), with Palladium powers only as the front end.
- Every weapon's move set is its own: cones, rings, waves, beams, dashes, blinks, buffs and real spinning projectiles — no two weapons share a kit.
- Mjölnir and the Leviathan Axe (and the Crimson Trident) throw: the weapon leaves the hand for real — an invisible placeholder holds its slot and remembers the original — spins end over end out to range, hits what it passes, turns, homes back and is in the hand again on the tick it arrives. A placeholder with no flight behind it always gives the weapon back (crash, logout, death mid-throw).
- Mjölnir's lightning is built into the item model and animates.
- Yoru is the painted, straightened blade with the fist on the handle.
Transformers — four suits, built the Black Clover way (absolute cubes on named bones, one painted texture per model) with stunt-double transformation cinematics:
- Optimus Prime — the suit, the Sword of Judgment pulled from the ground and unfolded, and the jump-and-backflip transformation onto Grimlock's back.
- Grimlock — the Dinobot as a rideable mount and as a suit: the robot with the Energo sword, and the G1 dinosaur you become.
- Snarl — the Stegosaurus Dinobot: the robot with the electron cannon, the dinosaur, the tail swipe and the stomp.
- Astrotrain — the Decepticon triple-changer: robot, space shuttle (flight) and locomotive (ground), each transformation its own cinematic.
Fun Stuff itself: the Rubik's cube was removed; the creative tab now carries all three packs.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
