fw-paint-neoforge-2.1.0-beta.1.jar
Curse Maven Snippet
What's new
# FW Paint v2.1.0-beta.1
**Patterns + Face Perpendicular.** Draw a 2D block grid by hand and paint it as a plane — plus a
new 1-block-wide placement mode with 45° diagonals, and a rebuilt variation system shared by
every paint. Design doc: [`docs/v2.1-patterns-spec.md`](../v2.1-patterns-spec.md).
Targets (unchanged): Minecraft **26.2** · Fabric Loader **0.19.3+** · Fabric API for 26.2 (Fabric
jar only) · Java **25**.
## Patterns
- **A second kind of palette item**: press **+ Pattern** on the Palette tab (the gradient button
is now **+ Gradient**) to open the pattern editor and draw a grid up to **32×32**. Empty cells
are **holes** that place nothing; a live iso-wall preview (expandable full screen) shows the
drawing — variance included.
- **Editor tools**: pick a block from the colour-sorted list (its sprite rides the cursor;
pressing a same-block cell erases it), a pinned **Eraser**, **Shift-drag** straight/45° lines
with live preview, **right-click flood fill** (bounded by other blocks), **middle-click
eyedropper**, **Ctrl-click** to set the placement-origin plus, a **Clear** button with
confirmation, and a **Start: Top/Bottom** flip so painting up from the ground keeps the
drawing upright.
- **Pattern is its own paint type** — V cycles Gradient → Noise → Solid → Pattern, and the cycle
keybind (B) steps through *patterns* while Pattern paint is active and *gradients* otherwise;
each kind keeps its own active selection, HUD row, and Paint-tab display.
- **Placement**: the pattern starts at its **start** edge (or the marked origin cell) and
advances out of the clicked face; its width runs across a plane derived from your facing,
snapped to 45°/90°. Painting a box yields the pattern on the plane-parallel faces and edge
streaks on the perpendicular sides — and **adjacent strokes continue the drawing** (placed
cells cache their position in the pattern) instead of restarting.
- **Tiling**: none / sides / start–end / both. **Honest placement**: missing blocks refuse with
the block named; running out mid-paint stops with "out of X".
## Unified variation (all paints)
- Gradient/noise variation drops the old colour-threshold band model for the pattern-pioneered
one: a **window** (Off/±1/±2/±3 positions in the Oklab colour ordering of your inventory) and
a **chance** slider (0–100%) — on a successful roll a cell swaps to a random *other* block
within the window, otherwise it places exactly what the ramp/drawing says. Both default off.
- **Variance never restarts in-progress paint** — it's excluded from the cache keys, so you can
toggle it mid-build and keep the repeating pattern/gradient going.
## Face Perpendicular
- A new placement mode between Face and 3D Fill: a **1-block-wide run** through the clicked
block, **crossing your view** (perpendicular to where you look), snapped to 45° or 90° —
diagonal stair-stepped runs included.
- End markers stop it; with a start marker behind the click only the **marked blocks along the
run** are selected. Works with every paint type. The snapping is the new **Perp snap**
Settings toggle, shared with the pattern plane.
## Everything else
- The gradient-memory setting is now **Paint memory** — it times out all the free-hand caches
(gradient columns, 3D fills, pattern placements) — with a 10-minute default and a 30-minute
max.
- Palette list rows show pattern thumbnails (large grids downsample cleanly, on the HUD too)
and per-kind "in use" markers; Edit opens the right editor for the item's kind.
- The in-game Help gains Patterns (with an editor sub-topic) and Face perpendicular.
- v2.0 palettes files load unchanged (items without a kind stay gradients); the old gradient
variation percentage is retired and starts Off.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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