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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-1.20.1-1.4.2.jar

File namerecrafted-moves-1.4.2.jar
Uploader
FitalsFitals
Uploaded
Nov 14, 2026
Downloads
12
Size
2.9 MB
Mod Loaders
Forge
File ID
9613115
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:recrafted-moves-1732590:9613115")

Learn more about Curse Maven

What's new

Recrafted Moves — v1.4.2 Changelog

«Living fire»

Highlights

  • Living fire. Creatures no longer burst into flames at a touch. Fire heats the part of the body it reaches, and that part catches only when it is hot enough for what it is: wool and feathers at once, fur and clothes soon, skin later, bone hardly, a wet body only once dry. The flames burn on the very parts that burn, wool chars and burns off and leaves a sheep shorn, the skin chars, and a creature kept in the fire burns to the bone and crumbles to ash. Iron golems glow red-hot, snow golems melt, slimes boil, and a creeper that burns too long blows. A burning blade or arrow lights the creature where it landed, and the fire spreads over it from there.
  • Wounded limbs, reworked. An arm cut off now falls off as a piece of the creature and lies where it fell, and the stump sits at the shoulder. A limp, a dragged leg and a crawl now read clearly. A crawler pulls itself along with its hands flat on the ground, and it never gets stuck in the middle of a block.

Network protocol 10 (was 9): living fire adds one server-to-client message (Burn), so client and server must both be on 1.4.2 to play together with the mod on both sides. A server or client without the mod at all still connects, as before.


1. Living fire (livingFire, mobsSpreadFire, server; flames drawn with liveMobs, client)

A creature (never a player) no longer bursts into flames at a touch. Vanilla still decides that something sets it alight. That fire is now heat at the place it came from, and the creature catches only when that place is hot enough. The creatures are worked out one by one in docs/dev/FIRE_DESIGN.md. Everything comes from what the game knows of them: their kind, their size, what they wear.

Heat before flame

  • The belts. The body is three belts: the legs, the body and arms, and the head and shoulders. Each has its own heat, flame, covering and char.
  • Where the heat comes from:
    • Fire and campfires heat the belts that stand in them. Soul fire heats more.
    • Lava heats by how deep the creature is in it.
    • Magma heats the feet but never lights them.
    • The sun on the undead heats from above, in puffs. A zombie smokes for a few seconds, then catches at the head.
    • A fire-aspect blade, a burning arrow or a fireball lights the place it struck. A blade in the leg lights the leg, and the flames climb from there.
    • The fire starts at the very point the blow landed. At first only the parts of the model right there burn: one leg, an arm, the side of the head. From there the flames spread over the creature, about half a block a second, each part further off catching as they reach it.
    • Lightning heats the whole body at once and chars it.
    • A burning creature heats those it touches. So does a blaze, a magma cube, or a red-hot iron golem's blow.
  • What it takes to catch. It depends on:
    • What burns first:
      • wool and feathers at once (six ticks in a fire light a sheep);
      • fur and moss quickly;
      • clothes and robes in about a second;
      • short hide and skin later;
      • bone hardly.
    • Size: the small catch sooner.
    • Armour on that belt, and Fire Protection.
    • Water: a wet creature steams and hisses until it has dried, and only then can it burn.
    • A brief touch only heats: it smokes, and fur singes.

Burning

  • Flames grow and climb. Up the body fast, down it slowly.
  • The covering burns first. Wool burns off in about two seconds and leaves the sheep shorn. On the way it chars grey, then black. The wool that grows back, when it eats grass, is its own colour. Feathers flash off. Fur burns in about three seconds, clothes in about six.
  • Then the skin. It burns weaker and goes out by itself in about ten seconds.
  • Kept in the fire, it burns on and chars to the bone.
  • Damage. Up to 1.6 a second with the whole body burning, less while a covering burns. Vanilla's fire damage on touch stays. Vanilla's own burn damage does not come.
  • Fire Resistance takes the damage, and almost all the char.
  • Panic and cooking. It panics, looks for water and is cooked, as in vanilla.
  • Putting it out. Water, rain, powder snow and a splash of water put it out at once, with steam.
  • Afterwards:
    • The living heal their char slowly once they have been away from fire for half a minute. Fur grows back.
    • The undead keep their burns.
    • All of it is saved with the creature.
  • Dying in the fire. The body burns on where it lies: it blackens, thins to its bones, and crumbles to ash and bits of bone and coal. Its limbs draw in as it chars: arms up, legs bent, a spider curled.
  • Drops:
    • Burnt to the bone, its meat is ash, and sometimes a bone is left.
    • With its covering gone, it drops no feathers, wool, leather or rabbit hide.

The creatures (each in docs/dev/FIRE_DESIGN.md)

  • Zombies: rotten flesh and rags, and thick dark smoke. A husk is dry and goes up like tinder, but the sun does not burn it. A drowned is soaked and steams before it burns.
  • Skeletons and strays: only bones to burn, so small flames, and the bones blacken. A stray's frost steams first.
  • A creeper that burns for about three seconds: its powder catches, and it swells and blows. A brief burn never does it.
  • An iron golem does not burn or take fire damage. It heats, glows dull red and then orange, and cools slowly. Only when white-hot does it suffer. Its blows scald, and water on it hisses.
  • A snow golem does not burn but melts, with drops and steam. Its pumpkin burns and is gone.
  • Slimes boil and do not burn.
  • Spiders have bristles that catch fast, and chitin that burns.
  • Chickens and parrots: feathers flash off.
  • Villagers, illagers and witches: their robes catch and the fire climbs. A witch drinks Fire Resistance, as in vanilla.
  • Piglins and hoglins are used to the Nether: thick skin, slow to catch.
  • A phantom whose wings burn cannot hold the air.
  • Sea creatures never dry enough to burn.
  • Fireproof: blazes, ghasts, magma cubes, striders, the wither, the dragon, wither skeletons, zombified piglins, zoglins and the warden are untouched, as in vanilla.
  • Modded creatures: by their kind (undead, arthropod, water, illager) or as flesh and hide.

What burns from it

  • Creatures it touches. A burning creature heats them, belt to belt.
  • The ground. One whose legs burn may now and then light the grass, hay or wool under it (mobsSpreadFire). Only with mobGriefing and doFireTick on.

As it is seen

  • Flames on the parts. Vanilla's sheet of fire around the whole creature is not drawn. Instead, tongues of vanilla's own fire stand on each part of the model that burns:
    • narrow and tall, at most four to a part, more the more it burns; a new one grows in instead of popping up;
    • each with its own gentle flicker and sway, and its own cut of the fire's sprite;
    • each fades in from a narrow foot, so no hard white-hot edge of fire shows where it stands on the part;
    • some stand on the face the camera sees, and some behind the part, rising over its top edge;
    • on a burning covering bigger, and on the outside of a sheep's fleece;
    • a sheep's fleece (head, body and legs) darkens smoothly as it burns, its own wool drawn again darker over it, between the steps of its dye;
    • a small lick of flame now and then off the burning creature's outside (no sparks hanging in the air);
    • always upright, a body lying on the ground included, and leaning back from the way the creature runs.
  • Char:
    • The creature's own skin, browned and then blackened. Its own texture is drawn again over each burnt part, a hair off it, so the char keeps every spot and stripe of the creature, and dead skin no longer flashes red.
    • Deep burns: a black crust in patches, and embers glowing in its cracks while it burns. Each layer (char, crust, embers, bone) lies a little further out than the last, so none flickers through another. A hat or a sleeve over a part takes no crust of its own (no black box round the head).
    • Red-hot iron: the golem's own metal darkens with scale and glows through it, dull red and then orange.
    • At the end: limbs thin to the bone, and the head stays a skull.
  • How they move:
    • A creature that burns writhes: its head tosses, its arms beat at the flames, its body shudders, a four-legged one stamps, a tail or wing thrashes. All at a living pace, and arms held together beat together. Much less for the undead and for one that is fighting. A burn does not make it flinch as a blow does.
    • A body burnt in its fire draws its limbs in as it chars: arms up before the chest, legs bent, a spider's legs curled up.
  • Smoke, ash, steam.
    • Smoke rises from its outside, at the top of each burning belt. It goes on, thinner and thinner, for a while after the flames are out.
    • Ash comes from wool and fur, and steam from what is wet; water puts it out in a cloud of steam.
    • A snow golem drips, a slime bubbles, and it crackles while it burns.
    • A creature dying in its fire leaves no pillar of flame where it stood: the fire goes with its body.
  • Fallback. A creature whose model cannot be read keeps vanilla's sheet of fire.

2. Wounded limbs, reworked (woundedLimbs, server; drawn with liveMobs, client)

An arm cut off

  • It falls off as a piece of the creature, in its own skin. Before, it simply vanished.
    • It starts exactly where it was drawn, whether the creature stood, leaned or crawled, and at the creature's size.
    • It slips off that side, turns end over end, and lands with a thud on whatever is there.
    • It falls over onto its length and lies there a while (never standing on its end), then sinks into the ground.
    • Its cut end shows the stump, as the body does.
    • On the creature it is gone on the very frame the stump appears, and nothing of it is drawn there again.
  • The stump sits at the shoulder. It had been drawn on the hip.
  • The other hand takes over. What the lost hand held goes to the other hand: the creature turns left-handed (or right-handed), as vanilla draws it.

Legs

  • One leg hurt:
    • Its beat goes uneven: the step on the hurt leg is cut short, and that leg is snatched up as it swings.
    • The body drops onto that leg each time it takes the weight, and bends a little over it.
  • One leg broken:
    • The leg trails stiff behind, further back the faster it goes, its foot scuffing.
    • The body hunches over the good leg, which stands upright under it and takes long steps.
  • Both legs gone:
    • It pulls itself along on one arm after the other: one pull for each stretch of ground it covers, and still when it is still. Its head is raised to see where it goes.
    • Its hands turn flat as they reach, so what it holds lies along the ground, not up at the sky.
    • If the blow that takes its second leg knocks it down, it crawls on from where it lies instead of lying there as a thrown body.
    • Its eyes go down with its head, so it does not choke in a low gap.
    • It never gets stuck. Its box is now at most 0.72 wide: vanilla's path following could not move a box between 0.75 and 1 wide off the middle of a block, so a crawler there would have lain in place for good.

Besides

  • Mending goes by the world's own time, so a creature left behind in an unloaded place mends too.
  • A dead creature's body keeps its cut-off arms, its broken limbs, its wounds and its stumps.

3. Settings

  • Server (recrafted_moves-common.toml): new livingFire and mobsSpreadFire, both on by default.

4. Self-test

  • The limbs group (gradlew runClient -PselfTest -PselfTestOnly=limbs):
    • Filmed throughout, and side on, frame by frame, as it walks with an arm cut off, limps, drags a leg and crawls, and as the arm is chopped off (bursts limbs_armoff, limbs_limp, limbs_drag, limbs_crawl, limbs_sever, each 14 to 24 frames).
    • Checked besides: the arm falls off as a piece and is no longer drawn on the creature; it starts where it was drawn and comes to lie flat; the stump is at the shoulder; the sword goes to the other hand; a crawler's eyes are low; a crawler starting in the middle of a block crawls on by itself.
    • Every frame was looked over by a second reviewer (a separate Opus model), which found and fixed:
      • a cut-off arm that vanished instead of falling, and one that jumped up past the face;
      • an arm cut off a crawler that started 1.4 blocks up in the air (the rig's pose without the crawl);
      • an arm that turned like a drill, and one left standing on its end;
      • the stump on the hip, and later 2 px under the shoulder;
      • the crawler's sword sticking up at the sky;
      • a limp you could not see, and a broken leg hanging straight down like a peg;
      • a crawler that never moved: its box was too wide for vanilla's path following, and in a real game it would have lain in the middle of a block for good;
      • a final look found and fixed: crawling arms sweeping sideways like a swimmer's, a crawler knocked down that reared up, bare skin at the cut arm's end, and a dragging husk that tipped and slid on a leg that hardly stepped.
    • 23/23 pass. In 1.4.1 it passed 18/18. The hitreact group passed 145/145 after the fixes to the arm piece, the stump, the crawl and the limp; it was not run again after the last round (the crawler let go by a knockdown).
  • New group fire (gradlew runClient -PselfTest -PselfTestOnly=fire), covering living fire:
    • A cow and a sheep:
      • five ticks in a fire heat a cow but do not light it;
      • kept in the fire, it catches from the legs, and only its own flames are drawn;
      • six ticks light a sheep's wool, which burns off and leaves it shorn, singed and alive;
      • the cow's legs char and it is hurt;
      • water puts it out with steam.
    • A zombie in the sun: it smokes first, then catches at the head. Its body burns on, thins to the bone and crumbles to ash.
    • Golems and a creeper: an iron golem heats without catching and is drawn red-hot, then steams and cools in water; a snow golem melts; a creeper's powder catches.
    • Spread and blades: a burning sheep lights the one beside it; a fire-aspect blade lights a villager's leg where it landed (the flames start there and spread), and they climb its robe.
    • A spider: its bristles catch at once, and dying in the fire it curls its legs.
    • Every scenario is filmed and the shots are looked over after each change. That review found and fixed:
      • the char, embers and flames had been drawn into one another's buffers (garbage texture on the char);
      • flames hid inside a sheep's wool;
      • red-hot iron looked pink.
    • Then every frame of its bursts (fire_flare, fire_writhe, fire_body) was looked over by a reviewer, which found and fixed:
      • flames lying flat on a burning body (they took the body's own lie as their up);
      • flat white edges at the flames' feet, and squat blobs of fire;
      • char and crust flickering through each other, and a black box round a hat;
      • writhing three times too fast;
      • a pillar of flame left where a creature died;
      • smoke coming out of the body, and none after the flames were out;
      • a burning sheep's legs splaying at every burn.
    • A second look over the re-filmed frames found and fixed:
      • flames hidden inside standing bodies;
      • white-hot flat feet still showing (then sharp V-shaped ones: the tongues now fade in from the foot);
      • bone turning a body into a flat grey box;
      • flame sparks hanging a block above;
      • the legs still splaying (the hurt is now put back after each draw).
    • A final look found and fixed: flame sparks still hanging in the air, a grey smear at the flames' feet (now warm orange), and a sheep's soot coming in steps and only on its body.
    • A new check: a fire-aspect blade's flames start where it landed and spread from there.
    • 20 checks. The last run passed 19. The one failure was the burnt-body check, because the zombie's burns had grown too weak to finish it off, so no body was left. The scenario now finishes it off while it burns. It has not been run again since.

5. Not changed

  • Everything else is as in 1.4.1 (see CHANGELOG-1.4.1.md).

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