Just Replay 1.0.8 (NeoForge 1.21.1)
Curse Maven Snippet
What's new
[1.0.8] - 2026-11-01
Added
- Duplicate actor: a Duplicate button in the actor panel copies the selected actor with its look, skin, model, scale, hidden parts, skin changes, keyframes and actions, one block aside, and selects the copy.
- Save still: a button in the export dialog renders the play head frame at the export size, with effects,
letterbox and overlays, and saves it as
exports/<name>_still_<tick>.pngwithout overwriting older ones. - Insert time and Remove time in the Scene tab: a ripple edit at the play head that pushes every later edit (camera keyframes, actor keyframes and actions, markers, cuts, audio clips, effect and overlay keyframes, overlay times, world keyframes, entity edits) later, or deletes a range and pulls the rest earlier. The recording itself does not move.
- Camera shake: every camera has a handheld shake amount (off to 100%) and a shake speed. The wobble of position (a few centimetres) and rotation (a couple of degrees) is a smooth function of the replay time seeded by the camera, so a frame is the same in the preview, in exports and after a seek.
- Look-at target: static and path cameras can aim at an actor or a recorded entity ("Look at", "Clear aim"). Yaw and pitch then follow the target's eyes every frame, roll and FOV keep their keyframes; when the target is not found the keyframed rotation is used.
- Morph V2 support: players in a Morph form replay in that form, the recording player's actor included, with its transitions (morph and demorph). Recordings started while morphed and seeks show the right form, a transition cut by a seek resumes where it should, and the form holds while the replay is paused and follows its speed. Morph's own screens and HUD data of the recording player are not replayed.
- Sable and Create Aeronautics: airships and other Sable sub-levels now move in replays instead of standing
frozen or showing up empty. Their poses, which skip the connection (a direct call in singleplayer, Sable's UDP
channel in multiplayer), are recorded and handed to Sable's interpolation at their tick; snapshots and checkpoints
write every sub-level, so recordings started mid-flight and seeks work; sub-level chunks are no longer refused as
out of range; the replay world's own server can no longer send poses of its own. See
docs/COMPATIBILITY.md.
Changed
- EMOTE action: takes a speed like Custom emote (
name|speed), finds an emote by its file name as well as its display name or UUID (palmfor Emotecraft's Face palm), and follows the replay clock frame by frame, so it stays in sync in slow motion, after a seek and in exports. - POINT action: still points straight ahead along the actor's facing; with
cameraor an actor name as the parameter, the head and the arm aim at it. - DANCE action: actors that are not humanoid (creepers, animals...) bounce on the beat and sway, and hop for the hopping styles, instead of standing still.
- Scene jobs: the
delayof arecordstep counts server ticks from the moment the commands ran, so events scheduled by the commands land on the same replay tick in every take.meta.jsongetsstartGameTimeandsceneCommandsTickto line events up without measuring.shotsplay the second before each tick, so live mobs and particles show as they do in an export.
Fixed
- Emotecraft emotes played with Custom emote (JSON and
.emotecraft) sank the legs under the floor and pulled the arms off the shoulders: their limb positions are where the part is, not how far it moved, and were counted twice (laforetbrut/mod-just-replay#2). - An Ender Dragon actor never turned in place and never flapped its wings: its heading, neck and tail now follow the actor's yaw keys, and its wings beat, faster when it hovers.
- After the start of a replay or a seek, the replay camera stayed attached to the world from before, so mods that reach the world through the player (Sable creating its airships) acted on a world no longer shown.
This mod has no additional files

