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Remnants | RPG Stats, Skills & Progression

A lightweight RPG-style system that scales player attributes based on level.
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5.1.0 · fabric · 26.1.2

File namerpg_attribute_system-fabric-26.1.2-5.1.0.jar
Uploaded
Oct 31, 2026
Downloads
9
Size
3.5 MB
Mod Loaders
Fabric
File ID
9382650
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:remnants-rpg-stats-skills-progression-1079687:9382650"

Learn more about Curse Maven

What's new

RPG Attribute System 5.1.0

Fixes

Level-up banner text is centered again

The "Level N" title of the level-up banner sat too high: its letters touched the upper gold line and covered the small diamond, with a wide empty gap underneath. Minecraft draws the bundled title font upward from its position, and the banner placed it as if it hung downward. The title now sits exactly halfway between the two gold lines, the line under it keeps the same spacing at every GUI scale, and the title's settle animation grows from its own center instead of drifting. This also applies with "font": "minecraft", where the title was a few pixels high as well.

Menu text alignment

The same correction applies to the menus. The page title in the header lined up a few pixels above the book icon and the tabs; it is now level with them. Labels and values in attribute rows, stat rows, buttons and tabs are centered in their rows.

New: customize the interface

All of these apply while the game runs. RAS checks config/ras/display/ui.json and config/ras/display/texts.json once a second, so you can edit them with the game open; a restart is no longer needed.

Texts (texts.json)

A new config/ras/display/texts.json lists every text RAS shows in its menus, HUD and level-up banner: page tabs, column titles, buttons, hints and messages, key prompts, tooltips, HUD lines and the banner's title and detail line. Change any of them to reword or translate RAS.

  • Placeholders such as {level}, {points} and {key} are filled in: "banner.title": "Rank {level}".
  • § color codes work: "banner.title": "§fLevel §e{level}".
  • An empty text hides optional parts, for example the key hint on the banner or a footer key prompt.

Colors

accent_color, text_color, increase_color and decrease_color recolor the menus, HUD and banner. Lighter and darker shades follow your color, so the design keeps its contrast. With the defaults nothing changes.

Level-up banner

  • level_up_banner_position: how high on the screen the banner appears.
  • level_up_banner_duration: how long it stays.
  • level_up_banner_background_opacity: the dark band behind it, or none.
  • level_up_banner_details: show or hide the line with points gained and the key hint.
  • level_up_sound_volume: volume of the bell.
  • The banner's entrance now follows animation_speed.

HUD

  • hud_width: width of the soulslike HUD.
  • hud_background, hud_show_level, hud_show_experience_text: show or hide its parts.
  • hud_idle_opacity and hud_idle_seconds: fade the HUD while your level, experience and points do not change. It comes back as soon as one changes.
  • The HUD's experience bar now follows animation_speed.

Menus

  • menu_background_opacity: how much the menus darken the world.
  • menu_sound_volume: volume of menu sounds.
  • tooltip_delay: how long the pointer rests before a tooltip appears.

Booleans and numbers may also be written as text ("false", "0.5"). A value RAS cannot use falls back to its default instead of switching the option off, and numbers are kept within their documented range.

See Client Configuration for every option.

Good to know

  • New installs get a ui.json with every option and a full texts.json. With strict_config_mode on (the default), an existing ui.json is not rewritten, so add the new keys you want to change; missing keys use their defaults.
  • Attribute and stat names still come from the server's attribute and stats_display.json files.
  • Tab and button texts update the next time a menu opens; everything else updates within a second.

Compatibility

  • Client-side presentation only. Gameplay, the network protocol, configuration files and player data are unchanged, so 5.0.x and 5.1.0 clients and servers can join each other.
  • The public API is unchanged.

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