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Kiki's Hitboxes Perfected

This mod uses cached states and gpu integration to make model accurate hitboxes for any mob, with additional features such as solid hitboxes

Kiki's Hitboxes Perfected is a mod which does provides model accurate hitboxes for every mob in the game, without a massive performance impact, the way it does this is threefold.

### **REQUIRES RUNNING JDK21 ON THE MODDED INSTANCE, AS WITH ALL MY MODS**


First, nearest to the player, the server takes packets from the client's GPU in order to have realtime hitboxes that align with animations and the mob model, models who's textures are invisible aren't counted

Second, outside of a configurable range (64 blocks by default) or when a live hitbox hasn't been provided for more than 5 seconds (or 4 ticks in combat) either from lag or the mob being offscreen, the server will switch to relying on json files in the folder khp/animstatecache/, these files are basically blueprints for the mob, containing the hitboxes as well as how the mob's animation states move them, and it'll attempt to remain mostly accurate, though delay makes this imperfect

Third, when a mob's blueprint and live snapshots are both unreliable, typically because no blueprint exists for the mob, it'll fallback to their vanilla hitboxes

The mod has a few other features, firstly, in combat a mob's hitbox is refreshed more often than when it's out of combat in order to be more precise, when that fails, it'll revert to either blueprint or vanilla, which it reverts to is decided by an entity tag "combat_blueprint_allowlist", I'll be including premade datapacks of blueprints and allowlist additions for various mods in the additional files, feel free to take the ones you need for your modpack, you can also generatee your own blueprints by running /khpsweep start or hitting F9 (keybind can be unbound or changed) in game and just waiting a while, they'll generate into the config/khp/animstatecache_capture, and you can copy the data folder format from any of my provided datapacks, feel free to make your own, or if you're a mod dev, ship it inside your own mod

There are two remaining features, second, is my own rendition of solid mobs, this requires animstatecach datapacks for any mobs you want to be solid, but makes the mob's hitbox operate like a block's being completely solid to stand on and its pretty much what you'd expect,

the third and final feature is a compatibility with valkyrien skies, living platforms, allowing the player to place blocks on mobs, I've only set it up for the ghast and happy ghast as of yet, with more work in progress features to come soon, you can test it out, but it only works with the private playtest version of valkyrien skies, you can get your hands on it by becoming a playtester in their discord server


FAQ
Q - updates to X version
A - I will, in time, this is a small library necessary for a modpack im developing, my current intention is to work on the other mods for this project, as I've got 14 mods Queued up to be worked on and eventually released in order to make it a reality, so unfortunately you'll just have to wait
Q - does it work with X mod
A - it works with mods loading through vanilla's renderer, geckolib, citadel, uranus, lionfishapi, entity model features, mowziesmobs, and figura out of the box, and works with gpu rendered mobs like alexs' caves' ferrouslime, but those need to be done with a little work by hand, so just let mee know if and when that's needed

it's also functional with any of the mods you'd expect it to be, like embeddium, oculus, and tacz
Q - is it balanced?
A - somewhat, I've left arrows with their enlarged hitboxes so that it stays reasonable to hit mobs, as model accurate arrow hitboxes proved, too difficult to reasonably expeect someone to hit a mob with, but, testing in both pvp and pve, it seemeed reasonable for a person to land hits consistently where they expected to be able to hit

Kiki's Hitboxes Perfected Team

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