PlunderEngine

The backbone dependency for more shader capability and data bus for various new mods specifically designed to increase shader immersion.
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PlunderEngine 0.1.21+mc26.2

File nameplunderengine-0.1.21+mc26.2.jar
Uploaded
Sep 30, 2026
Downloads
15
Size
440.4 KB
Mod Loaders
Fabric
File ID
9021874
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:plunderengine-1622708:9021874"

Learn more about Curse Maven

What's new

MCWIND_PROVIDER_VERSION 12200, was 11900.

Seven new callable symbols and nothing removed, so a 1.1.20 pack compiles unchanged unless it calls mcw_frost*. That family was WIP and has been replaced whole; it still is WIP.

Requires PlunderEngine 0.1.21. Sixteen jars this time: four Minecraft versions, each for Fabric and for NeoForge. The names say which: +mc26.2, +mc26.1.2, +mc1.21.11 or +mc1.21.1, and -neoforge- for NeoForge. Take the pair that matches your game and your loader. All sixteen carry the same shader header.

  • NeoForge. Every Fabric version gets a NeoForge build, with the same features.
  • Minecraft 1.21.1. Version of the game has no tinted leaf particle, so WindLink brings its own and every species sheds leaves, as it does on the newer versions.
  • No crash at startup beside particle_core.
  • Nether portals move air. An overworld portal sucks air in and a Nether portal breathes it out. mcw_portalPush gives a pack the same push, and mcw_grassPush already adds it.
  • What a portal swallows comes back out burning. Grass, seeds, straw and leaves drawn into an overworld portal leave the Nether side, catch fire, glow and smoke.
  • A creative flying player wake stops having infinite vertical reach
  • The wave distance is a slider, on a new Performance tab, with the shadow pass on its own. It was a pack #define before.mcw_waveFade reads it and mcw_waveFadeShadow is the shadow half.
  • Shorelines interpolate smoothly. mcw_readWater returns one value per block, so foam built on its open stepped at every block edge. mcw_readWaterSmooth reads the same channel filtered between blocks and returns open and surfaceY only, so a shore ramp runs continuously out from the waterline. Its known means water is near, so foam reaches the bank. Reported by JoshTheB.
  • mcwind.fieldlut, off by default. Foliage reads a wind field the mod bakes once per block instead of working it out per vertex: one texture read where a grass vertex spent twenty-eight noise evaluations, with the gust updating in steps.
  • Frost is lip and plaster now. The white strip across the top of a snowy block's side, and texels turning white in a fixed order as it builds. Still WIP.
  • Shared wind grid, on the wind tab and off by default. Blown leaves and dust read one coarse grid, 147 field samples a tick however many are flying, instead of one sample each.