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Recrafted Moves

Bring your player to life with first- and third-person animations, stamina-based melee moves, dodges, parries and parkour.
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Recrafted-Moves-forge-1.20.1-1.3.0.jar

File namerecrafted-moves-1.3.0.jar
Uploader
FitalsFitals
Uploaded
Oct 27, 2026
Downloads
95
Size
1.0 MB
Mod Loaders
Forge
File ID
9344913
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:recrafted-moves-1732590:9344913")

Learn more about Curse Maven

What's new

Recrafted Moves 1.3.0

The biggest update since 1.2.1: parkour, emotes, a Breath of the Wild style third-person mode, lock-on, readable archery and real death ragdolls, all built into Recrafted. No mixins. Minecraft 1.20.1, Forge 47.

Server and client must both run 1.3.0 (network protocol 4). Clients without the mod can still join.

Parkour

  • Wall-run: sprint and jump beside a wall to run along it on a natural arc. Jump again to kick off to the next wall (up to 3 in a row).
  • Ledge hang: ledges too high to mantle are caught automatically. A/D shimmy, W or jump climbs up, S or sneak drops.
  • Free climbing: jump at a wall at least 3 blocks high while holding W to grab it.
    • WASD moves on the wall, jump leaps up, sneak lets go, and you pull yourself over the top.
    • Costs stamina; hands may slip in the rain.
  • No fall damage or "flying" kicks while hanging or climbing.
  • New advancements: Gravity Is Optional, Fingertips, Wall Climber.

Emotes and a living character

  • Emote wheel (hold B), 12 emotes: wave, cheer, bow, salute, clap, point, shrug, facepalm, think, sit, dance, flex.
    • Rebuilt with anticipation, follow-through and weight.
    • Clap and dance have sounds.
    • Greetings turn you towards the player, and idle players wave or nod back.
    • Synced to everyone who has the mod.
  • Idle scenes, rewritten: look around, stretch, sigh, neck crack, warm your hands at a fire, catch rain, yawn at night, shiver in the cold, catch your breath at low health, shadow-box.
    • Scenes follow what is around you.
    • The head leads the movement, pauses never freeze, and walking off makes the scene fade instead of cutting.
  • Item inspect (I): look over the item in your hand.
  • Body details:
    • Your feet step round when you turn on the spot, and you skid when turning hard at a sprint.
    • You limp at low health, and a foot reaches down from the edge of a step.
    • Your hand reaches for doors, levers, buttons, chests and bells (other players see it too).

Combat

  • Fist combo: jab, cross, hook, then an uppercut finisher (x1.5 damage and a launch).
    • The combo rewards timing; spamming breaks the rhythm.
    • Server options: fistCombo, fistFinisherDamage.
  • Combat and work are separate:
    • Mining, building and hitting frames or boats use work swings. They have no combat stance, trails or hit-stop.
    • Right-click actions (doors, levers, chests, feeding) are calm reaches, not punches.
  • Lock-on (Z): picks the enemy nearest the centre of view.
    • The camera frames both of you and A/D circle the target.
    • Hits, shots and moves go at the target.
    • Flick the mouse sideways to switch targets.
    • Works in first person too.

Third-person camera (F5), Breath of the Wild style

  • Free look: the mouse orbits the camera, WASD runs where the camera looks, and attacking, mining, building or aiming turns you to the crosshair first.
  • Framing: centred, or over a shoulder (key O). The camera steps back when sprinting, gliding or falling, and goes over the shoulder to aim.
  • Tight spaces: the camera never clips into walls, ceilings or tunnels; it slides along them instead of crashing into your head.
  • Elytra, riding and swimming are steered with the view as usual.
  • Steps aside if Shoulder Surfing, Better Third Person or Leawind Third Person is installed.

Archery you can read

  • Trajectory arc: while a bow is drawn (a crossbow is loaded, a trident is raised), a dashed arc shows the real flight of the shot, worked out from speed, drag, gravity, water, blocks and creatures.
  • Landing ring: marks where the shot will land; it turns red on a creature. The distance is shown under the crosshair.
  • Draw ring: fills around the crosshair as you draw. At full strength it turns gold with a soft click.
  • Arrow drop aim (third person): the aim is lifted by exactly as much as the arrow will drop, so it lands on the crosshair at any range and any draw. Lock-on uses it too.
  • Hit marker and a tick sound when an arrow hits.

Death ragdoll

  • Instead of the red tip-over, your body falls for real: a physical body with joint limits that lands on, slides over and knocks against the blocks around it.
  • How you fall depends on what killed you:
    • Hit from the front: you are thrown onto your back.
    • Hit from behind: you fall face down, arms out.
    • Hit from the side: you go over sideways.
    • A death without a hit (fire, hunger, poison): you stand for a moment, then collapse forward.
  • Fall deaths and elytra crashes keep their speed: the body crumples where it lands, or tumbles on into the wall. Thuds, dust and an armour clank on impact; bodies float in water and smoke after burning.
  • The camera holds still and watches the body. In first person it draws back out of your head. The death screen appears once the body comes to rest.
  • Other players' bodies stay for a few seconds. This is client-side only.

World and interface

  • Context HUD: the hotbar, hearts and food slide away while nothing about them changes. They come back when you are hit, heal, get hungry, switch items, lock on or crouch.
  • World details:
    • Footprints in snow, sand and mud, and wet footprints after water or rain.
    • Drips while wet, and a shake-off.
    • Grass and leaves rustle as you push through, and armour clinks as you walk.
    • Wind in your ears when falling fast.
  • Gamepad support (Xbox / PlayStation layouts):
    • Analogue movement and camera, triggers, bumpers, and every Recrafted move on a button.
    • In menus the stick moves the cursor.

Fixes since the first 1.3.0 builds

  • Ledge shimmy and several emotes were mirrored (left/right). Raised arms no longer pass through the head.
  • One jump press no longer triggers both a wall kick and a double jump.
  • You can look around while hanging; vanilla movement no longer drags you off a ledge.
  • The wall-run arc now works (gravity was applied twice).

Settings

Every feature can be switched off in the Recrafted Animations screen, including:

  • Wall-run and ledge hang
  • Free climbing
  • Third-person camera, and free look
  • Context HUD
  • World details
  • Gamepad
  • Bow sight
  • Arrow drop aim
  • Death ragdoll
  • Show others' emotes

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