MAGE - Mildly Advanced Graphics Extensions - is a mod devoted specifically to extending the graphical customizability and capablities of Minecraft. It is, as such, client-side-only.
Please note that the mod is in a very early stage of development and that the following list of features and supported versions is subject to growth, change, etc.
Features:
- (0.2.0+) Smooth water - fixes smooth lighting issues inside liquids and on the surface of water. Also its own mod.
- (0.2.0+, WIP) Partial support for MCPatcher's resource pack "Custom Colors" functionality.
- MCPatcher-compatible custom lightmaps; allows you to use resource packs such as "Pixel Reality: Luminance" without OptiFine.
- Optional "true darkness" tweak - configurable, works with custom lightmaps and non-vanilla worlds.
- For developers: most of the hooks the mod uses for graphics tweaks are exposed as an API, which means you're free to provide custom implementations as part of your mod.
Supported MCPatcher features:
- Custom Colors (potions, text, redstone, pumpkin/melon stems, pine/birch)
- Custom Lightmaps
As I understand, the mod does not impact client-side performance visibly (and any future performance-sensitive functionality will become configurable). I think it is fine to include in a modpack by default.
I have noticed that water loses its color (turns gray) when I use a resource pack that changes the water color depending on the biome...
Any plans to updating it at 1.14.4 Forge version ?
In reply to Querrix:
Not at this time, sorry.
In reply to asiekierka:
oket thanks
Is there any chance that you could backport this mod to 1.7? I know that me asking won't make you lol, I just didn't see anything in the description.
In reply to superjulesbe:
Doesn't MCPatcher exist for 1.7.10? As for the smooth water functionality, it pretty much leeches off a custom mod-centric fluid renderer system introduced in 1.10.2 Forge, so... no, sorry.
will we get on update for this?
In reply to Velocihater:
I currently have no plans to update my mods to 1.13+ releases.
Now the windows in my underwater base don't make my eyes bleed. Thank you!
Damn, I'm so disappointed. I tried this mod with the shader Seus Renewed, and the water became the vanilla one and everything is now black underwater ... What can we do ? :'(
The picture (sorry for the spaces, I can't post link) :
"i. imgur .com /WQwo2wo .png"
In reply to KazerLight:
Ask sp614x to implement the features in OptiFine; I'm not planning on supporting it, myself.
Great mod, but I have a question: Does this impact performance in any way?
In reply to Dimentive:
Should not.
Getting this message three times a second in my log. May need a less aggressive lightmap checker. I'm using the lightmap in pixel reality luminance, alternative light.
[Client thread/WARN] [mage]: Non-standard lightmap size found: 768
In reply to fin600:
Maybe you need to scale the lightmap manually to power of 2.
Does torches light up in your hand or no?
I guess I'm not the only one wondering but, is this compatible with Optifine ?
Anything to toggle off on either of them so they can work together, etc ?
edit: or does Optifine already do all of this and adding MAGE to a build with Optifine would duplicate features and may bring issues (the reverse being true too in this case) ?
In reply to Forge_User_46019423:
In reply to asiekierka:
Thanks for your answer !