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FW Paint

Client first mod, paint block gradients and 3D-noise fills from your inventory.
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fw-paint-neoforge-2.3.0.jar

File namefw-paint-neoforge-2.3.0.jar
Uploader
faxwangfaxwang
Uploaded
Aug 16, 2026
Downloads
19
Size
346.8 KB
Mod Loaders
NeoForge
File ID
8662083
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:fw-paint-1594231:8662083"

Learn more about Curse Maven

What's new

FW Paint v2.3.0

Underwater painting + shape-marker handling. Fluids now count as empty space, so every paint works under water and lava exactly as in air — and the shape markers get a full handling pass: look-to-select with see-through edge cages, click-click box placement, scroll gestures, and a big rendering performance fix. Plus a friendlier front door: a 60-second "How do I use this?", keybinds in their own category, and the wheel doubling as a shortcut into the settings pages.

Targets (unchanged): Minecraft 26.2 · Fabric Loader 0.19.3+ · Fabric API for 26.2 (Fabric jar only) · Java 25.

Paint under water and lava

  • Fluids count as empty space: columns grow through liquid, fills flood it, scans and colour anchors see past it, auto end markers land on real terrain, and blocks place into it exactly like placing by hand. Anything hand placement replaces — tall grass, snow layers — gets painted over too; waterlogged solids still count as solid, and a fluid cell never counts as a support to click against.

Shape marker handling

  • Look at any part of a shape and its edges turn white — it's then scrollable (slides along its axis; Ctrl+scroll extrudes up / unextrudes down a layer per notch), middle-click deletable, and editable via its controls. The look test is geometric, so it finds shapes buried under terrain too.
  • Always-on see-through edge cages: every shape, its control columns, and the box render a faint on-top edge cage through terrain, so a shape moved underground never gets lost — brightening white when targeted.
  • Marker box is now click-click like the other shapes: left-click the first corner (its face sets the gradient axis; that side is the START), right-click the opposite corner. Left-click again moves the first corner.
  • Right-click cancels a part-placed circle/square before all its points are down.

Performance

  • Rotating (or editing) a big shape no longer hitches: the silhouette outline mesh is built with a balanced merge instead of a quadratic union fold, the band's rasterization is cached (the membership trig runs once per geometry change, not per cell per frame), and each shape's whole band renders as one batched draw submission instead of one per cell.

A friendlier front door

  • The in-game Help and the CurseForge page both lead with a "How do I use this?" 60-second version — the two ideas that run the mod, four steps to painted blocks, and every input (keys and mouse) in one place.
  • The keybinds move out of Misc into their own FW Paint category in Options → Controls; the wheel bind is simply "Quick selector".
  • The FW Paint tab bar renders atop the wheel: clicking a tab jumps straight into that settings page, which stays open after releasing G — the wheel doubles as a shortcut into the full screen.
  • The Paint quick-controls tab is retired — the wheel does its job better. The FW Paint screen now opens where the paint type's selection lives: the Solid picker under Solid paint, the Palette tab otherwise.

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