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NDI Displays

NDI Stage Displays is a Minecraft Forge 1.20.1 mod built for virtual production, live events, and broadcast environments. It brings real-time NDI video directly into Minecraft, allowing you to build fully functional LED walls, curved displays, LED floors,
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1.1.4

File namendidisplays-1.20.1-1.1.4-all.jar
Uploader
NailecLabsNailecLabs
Uploaded
Oct 12, 2026
Downloads
58
Size
12.0 MB
Mod Loaders
Forge
File ID
9150391
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:ndi-displays-1676976:9150391")

Learn more about Curse Maven

What's new

1.1.4 — 2026-10-12

Forge 1.20.1. Install ndidisplays-1.20.1-1.1.4-all.jar (the -all jar; the thin one has no NDI bindings). Needs the free NDI Tools runtime from ndi.com/tools.

Fifth release, and the first stable one. A halogen work light, a projector that can throw to 1024 m without freezing, and the hitches on a big winch park or LED wall are gone.

Added

Halogen Work Light (ndidisplays:worklight) and Work Light Remote (ndidisplays:worklight_remote). A 2 kW flood in a tilting yoke. Right-click switches it on or off. Sneak + right-click tilts the head one 15° notch, down to 90°, then back to level. While on it emits block light 15, an emissive tube and an additive halo, with no shader pack. With Theatrical Extra Lights, a wide warm volumetric shaft goes through the same beam pass as the rest of the rig. With Shimmer, a coloured point light falls on the floor in front of the lamp. Name the remote in an anvil: that name is its group. Tap a lamp to patch it, right-click the air to toggle the group. Unnamed, it switches the whole room.

Changed

Projector far throw ceiling is 1024 m (was 64). Default stays 24 m. The drape scan stays inside the beam's cone instead of walking a cube, so a long throw no longer freezes the client. Push it only as far as the surface you actually hit.

Fixed

Projector beam haze is its own additive shader. position_color drew it as an opaque dark cone that flickered with block-entity order. The drape now picks an additive or alpha-blend program to match its blend mode.

Large kinetic-winch parks no longer stutter under DMX. Every frame that moved a winch shipped its whole NBT, per winch. A sweep over hundreds of tiles at 40 Hz meant tens of thousands of packets a second. Target, speed, dimmer and colours now go out in one compact packet per player per tick, and the chunk save mark is set once per tick instead of once per frame.

LED walls and floors no longer freeze the client. Every panel re-ran the full wall scan on its own every 2 s, on the render thread, and every panel of a build expired together: a wall of N panels cost N scans of N panels in one frame. One panel now scans and hands the result to the whole wall, and the refresh is staggered per wall.

A speaker flown on a chain hoist left a second mesh where it took off. That copy was not a block, so it could not be mined. Once the cell is air, the leftover mesh is dropped. The cabinet on the chain is the one that moves.

Extra Lights 1.4.12 volumetric beams draw again. The beam data constructor now takes 18 arguments (next gobo, wheel transition). The old 16-argument call never resolved, so every flown fixture and the work light fell back to a flat cone. The flood no longer uses that beige sheet: it is a wide volumetric shaft, or nothing.

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