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Gulliver (Fabric)

Become tiny or giant. Movement, jumping, fall damage, reach, climbing, gliding, and combat all scale with your body size — no scaling-library dependency.

Gulliver (Fabric)

Become tiny. Become giant. Become anything in between.

Resize yourself or any entity from 0.125× to their normal size — and every interaction with the world scales with you. Walk speed, jump height, fall damage, reach distance, climbing rates, gliding, combat, sound, knockback, sleep, even the way mobs hunt you. This isn't a generic "scale attribute" wrapper. Every formula is hand-tuned, ported field-for-field from UncleMion's original 1.6.4 Gulliver Forged — the only resizing mod that ever really got the feel right.

Gulliver


What changes when you change size

Tinies (size < 0.3) become a different kind of player:

  • Fit inside tunnels, flower pots, and gaps a normal player can't.
  • Can't right-click most blocks bare-handed — chests, furnaces, crafting tables, levers, buttons all need a pointy item (sword, stick, pickaxe, axe, hoe, shovel, or shears) in hand.
  • Don't trigger pressure plates or tripwires — too light.
  • Hold paper to glide down slowly and ride heat-source updrafts (lava, fire, sunny grass).
  • Hold a lily-pad to raft on water — your character snaps to the surface and the lily-pad renders beneath your feet.
  • Hold string to ride any mob/player.
  • Climb soft blocks (dirt, grass, wool, leaves, sand) while sneaking; hold a slime-ball to climb anything.

Lily-pad raft

Paper glide

Mobs hide from you when you're a fraction of their size. Spiders, cave spiders, silverfish, endermites, and bees still notice — they always pursue tinies regardless of light. Everything else looks past you unless you swing first.

Combat scales by sqrt(size). A size-1 zombie still hits a tiny hard, but doesn't one-shot. Mobs swinging at much-smaller targets miss often. Knockback follows attackerSize / targetSize.


Huge entities trample the world

Grow past 2.4× and the world starts to fear you:

  • Walk over crops and they break.
  • Trip pressure plates from sheer weight.
  • Jump on wool, dirt or other weak blocks and watch them break.
  • Damage smaller entities at your feet — but reduced enough that they can flee.
  • Prime TNT with a bare-hand right-click. No flint-and-steel required.
  • Break webs and cobwebs walking through.
  • Block-break speed scales with size; giants tear blocks down faster.

Carry the world with you

The shoulder-passenger system lets small entities ride on your shoulder — press Shift + Right-Click to pick up a small enough mob, drop them with Right-Click, throw them with Left-Click or just keep them along for the journey by pressing V.

Holding Mobs/Players

Multiple passengers

Pigs? Cows? Spiders? You can ride any mob or player. If they're big enough relative to your size, you can ride them with a string.

Pig ride


How to change size

  • Drink Me potion (cyan dye) — tiny effect for 200 ticks.
  • Eat Me potion (purple dye) — huge effect for 200 ticks.
  • Red mushroom → Tiny. Brown mushroom → Huge.
  • Brewingawkward + red mushroom → tiny potion. + redstone for long, + glowstone dust for strong.
  • Commands (creative or OP) — /basesize, /halfsize, /doublesize, /showsize, plus entity* variants.
  • Keybinds (creative only) — U upsize, I downsize, V shoulder pickup/drop. Hold a stick and target any entity to resize it instead of yourself.

No third-party scaling library

Most modern resizing mods (Pehkui, Apoli, and friends) lean on a generic attribute framework that scales whatever you point at it. This port doesn't. Every body-size formula is reimplemented directly via Mixins — movement, jump, fall damage, knockback, reach, climb rates, glide, raft, container interaction, footstep crushing, particle scaling, sound volume — written exactly the way UncleMion wrote them in 2013. The only dependency is Fabric API.

That's what makes it feel like Gulliver and not like "another Pehkui frontend."


Refinements over the 1.6.4 original

This is a port, but where playtesting on modern Minecraft exposed rough edges, it sands them down:

  • Combat damage is sqrt-scaled instead of linear — no more 8× instant-kills at extreme size disparity.
  • Mob AI blindness is relative: any target less than 0.3× the attacker's size is invisible, so a size-1 player hides from a size-8 zombie the same way a size-0.125 tiny hides from a size-1 zombie.
  • Spider / insect predators ignore vanilla light gating and always hunt tinies.
  • Mob attacks miss tinies probabilistically — a size-1 zombie swinging at a size-0.125 target whiffs ~87% of the time.
  • Tinies can interact with any block that has a function (chests, furnaces, anvils, beacons) when holding a pointy item — not just the small set the original gated.
  • Tiny soft-block climbing requires sneaking, so you don't unintentionally scale walls just by walking past them.
  • Resize keybinds are creative-only, so survival players can't bind their own size to a hotkey.
  • Nameplates scale with the body
  • The lily-pad raft renders in both 1st and 3rd person, body-yaw-aligned, with smooth snap-to-surface physics (no oscillation, jump-off works normally).

Configuration

config/gulliver.json is generated on first run and controls per-class spawn sizes, per-class clamp ranges, global min/max bounds, and the potion effect IDs. Hot-reloadable via /serverreloadgulliver.


Install

  1. Drop the jar into your mods/ folder.

  2. Requires Fabric Loader 0.19.2+, Fabric API 0.146.1+, Minecraft 26.1.2, Java 25.

    That's it. No Pehkui. No Apoli. No coremod. Just Fabric API.


Credits

The Gulliver (Fabric) Team

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Porting mods.

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