
Description
Vanilla Tweaks
Make vanilla mechanics work better together. A small NeoForge mod that connects existing equipment, enchantments, effects and blocks without registering new gameplay content.

Synergies
Beacon/Tinted Glass, advanced Haste mining, heavy-block mining with Strength, potion-based underwater mining, Conduit mining, Slow Falling/Elytra collisions, Jump Boost/Powder Snow, Fire Resistance/Magma, Feather Falling/berry bushes, Frost Walker/Powder Snow and Silk Touch glass mining.
Spawner Tweaks
A vanilla Mob Spawner already exposes min/max spawn delay, spawn count, nearby-entity limit, player-activation range and spawn range. Spawner Tweaks shapes those same vanilla properties directly on a placed Spawner by right-clicking it with vanilla materials — no GUI, new block or new item.
Applying a modifier: right-click a Spawner with one of the materials below. Survival consumes one item after the server accepts the upgrade; Creative does not. Every attribute has its own independent progression. There is no shared capacity and upgrading one property never consumes slots needed by another. A material can be applied repeatedly until its effective property reaches the configured safe floor or ceiling; an extra application at saturation is rejected without consuming the item.
Checking a Spawner: Shift + right-click with an empty hand prints every changed effective attribute in the player's language. State is stored on the block entity, saved with the world, restored after chunk reloads and handled exclusively by the server in multiplayer.
Default balance (every step and limit is configurable in vanillatweaks-server.toml):
| Vanilla material | Property transferred | Default step and safe limit |
|---|---|---|
| Sugar | Minimum spawn delay | -20 ticks; never below 20 ticks |
| Clock | Maximum spawn delay | -60 ticks; always at least 10 ticks above the minimum |
| Fermented Spider Eye | Mobs per cycle | +1; maximum 8 |
| Ghast Tear | Nearby-mob allowance | +2; maximum 20 |
| Prismarine Crystals | Player activation range | +8 blocks; maximum 64 |
| Blaze Powder | Spawn radius | +1 block; maximum 8 |
| Nether Star | Unlocks vanilla entity-type variants | Zombies can also produce Husks and Drowned; Skeletons can also produce Strays and Bogged. Each variant starts at 10% of the original's weight (configurable), while the original always remains most common. A spawned Drowned uses vanilla's natural 6.25% Trident equipment chance and 8.5% base equipment-drop chance, including normal Looting behavior |
| Wool (any color) | Chance to suppress the spawn-cycle cue | +10%; maximum 80%, never silent |
| Emerald Block | Chance to add one unit to each existing drop stack | +2%; maximum 10%, deliberately below Looting's role |
| Lapis Lazuli Block | Experience dropped | +2%; maximum 10%, using fair probabilistic rounding for small XP values |
| Amethyst Shard | Chance to enchant equipment the mob naturally spawned wearing | +2%; default maximum 10%; never creates equipment or enchants later pickups |
| Pointed Dripstone | Starting maximum-health reduction | -5%; maximum 30%; the mob always spawns alive and at full reduced health |
| Soul Lantern | Block-light tolerance | +4; maximum light level 15 |
| Dragon's Breath | Relative weight of already unlocked non-primary SpawnPotentials variants |
+5%; maximum 40%; every alternate entry remains less common than the original |
Core fields and light rules are written through vanilla's public spawner NBT and SpawnData codecs. Mob health, drops, XP and naturally generated equipment use official NeoForge events. The only Spawner Tweaks mixin is narrowly scoped to the spawn-cycle level event because NeoForge exposes no hook for suppressing that sound cue.
Spyglass Improvements
Hold C while a Spyglass is anywhere in your inventory to look through it immediately, without moving the item or changing the selected hotbar slot. While looking through a Spyglass—either normally or with C—use the mouse wheel to adjust zoom. The crosshair is hidden while scoped.
Quick access also searches Spyglasses equipped through Curios, Accessories and Trinkets when those mods are installed. These integrations are optional and reflection-only; Vanilla Tweaks does not require any equipment-slot API. Zoom bounds, step count and the entire client feature can be changed in vanillatweaks-client.toml.
Mount Improvements
- Playing any Goat Horn outlines every loaded, tamed animal owned by the player within 128 blocks for 5 seconds. Both range and duration are configurable.
- A player-controlled horse can pass horizontally through Leaves. Leaves remain solid below the horse, so jumping onto a treetop still lets the horse stand on it.
- Frost Walker on the rider's boots freezes water around the horse's hooves using the vanilla Frost Walker effect. Frost Walker on horse armor works the same way.
- An Ender Pearl thrown while mounted teleports the horse and its passengers with the player. The normal pearl event, damage and destination remain intact.
- Horses carry up to two passengers. A second player mounts by right-clicking the occupied horse with an empty hand. While a player is controlling a horse with one free seat, touching a Villager picks it up as the second passenger.
- Leather, Iron, Golden and Diamond Horse Armor can be enchanted at an Enchanting Table or combined with books in an Anvil. Protection, Fire Protection, Blast Protection and Projectile Protection use the existing merged-protection rules; Feather Falling reduces the horse's fall damage and Frost Walker freezes water while ridden.
All mount rules have independent switches in vanillatweaks-server.toml. Collision, damage protection and ice creation reuse vanilla mechanics wherever available; Mixins are limited to the missing leaf-collision, passenger-capacity and horse-armor-enchantability hooks.
World Evolution
World Evolution gradually strengthens ordinary hostile mobs from a shared, invisible world_progression value between 0% and 100%. By default, up to 50% comes from the first 250 world days, 15% from the first Nether/End visits, 25% from the first Wither/Ender Dragon defeats, and 10% from major vanilla landmarks. All one-time facts live in the overworld SavedData file vanillatweaks_world_progression.dat, so they survive chunk unloads and server restarts and are shared by every player.
At full progression, eligible mobs receive up to +100% maximum health, +50% attack damage, +30% movement speed, +15% knockback resistance, +20% follow range, +10% armor and +10% attack knockback. Stable transient attribute IDs are replaced rather than stacked; health percentage is preserved during updates. The vanilla local DifficultyInstance at each mob's own position scales only the mod's bonus by a further 0–10%. Boss scaling is disabled by default.
Rare vanilla-compatible outcomes receive small independent additive chances: Spider/Chicken Jockeys, Skeleton Horse Traps, spider effects and invisibility, armor, enchanted equipment and slightly better armor materials. Their configured absolute caps range from 2–8 percentage points and local difficulty supplies a bounded weight; the existing vanilla rolls remain untouched. New rare rolls are marked on the entity to prevent chunk reloads or dimension changes from repeating them.
Wither Skeleton weapons also evolve conservatively. Their Stone Sword can rarely gain Sharpness I–III, with the available level following global progression. At a separately configurable chance (5% maximum by default), the Stone Sword becomes an Iron Sword whose Sharpness ranges from 0 up to the same current ceiling; only these Iron Swords have a 1.2% conditional chance to receive Fire Aspect I. The generic equipment-enchantment roll skips the Wither Skeleton's main hand so these explicit limits cannot be bypassed.
Zombie Leaders keep vanilla's original roll and gain a separate progression-weighted chance of up to 5 additional percentage points. Additional leaders reuse minecraft:leader_zombie_bonus, including reinforcement, maximum-health and door-breaking behavior, so reloads cannot stack the effect. The handler also corrects vanilla's spawn ordering by setting a newly detected leader's current health to its increased maximum; leaders created by the additional roll preserve their pre-promotion health percentage.
Landmarks use bounded checks: entering an actual Ancient City or Woodland Mansion structure piece (checked every five seconds), receiving Hero of the Village V, defeating three Elder Guardians inside an Ocean Monument, and earning the vanilla Trial Chamber vault advancement. This avoids broad structure searches or per-tick scans. When progression changes, already loaded mobs are refreshed in batches of 64; a low-frequency verification sweep also corrects transformed or externally changed entities.
Operators can use /vanillatweaks evolution status, set <0-100>, add <-100-100>, reset, and debug. debug reports the local calculation for the mob being looked at. Every contribution, attribute maximum, rare-event cap, boss/neutral behavior, optional milestone message, excluded entity and additionally included entity is documented and configurable in vanillatweaks-server.toml.
New crafting recipes
A handful of vanilla items that previously had no crafting recipe (or only an experimental one) now do, using plain vanilla ingredients: Bell, Crying Obsidian, Spore Blossom, an alternate Blaze Powder recipe (from Magma Cream), an alternate Powder Snow Bucket recipe (Snow Block + Bucket), Sculk Sensor, Sculk Catalyst, and the Bundle (String directly above Leather). Every recipe ships with a matching Recipe Book unlock advancement, under the vanillatweaks namespace.
Bundle: Totem of Undying storage
A Bundle can now hold Totems of Undying alongside anything else it already carries. Each totem takes up 16 of the Bundle's 64 capacity units (so an empty Bundle holds up to 4), using the exact same vanilla Bundle storage, interactions and Data Components — no new inventory or GUI is added.
The existing Inventory Totem feature (an unequipped Totem of Undying in your inventory can still save you from fatal damage) now also looks inside Bundles for a totem, in this order: totem in hand → loose totem in inventory → totem inside a Bundle in your inventory → totem inside a Bundle equipped in a Curios slot (if Curios is installed). The search stops at the first totem found, so exactly one totem is ever consumed per death. Curios support is fully optional and reflection-based; nothing breaks or requires Curios on a dedicated server that doesn't have it installed.
Configuration
Every feature has an independent switch in the world server config (serverconfig/vanillatweaks-server.toml). Heavy-mining, Elytra and Powder Snow multipliers are configurable. Server values are authoritative.
Datapacks and compatibility
Datapacks can extend or replace vanillatweaks:heavy_mining_blocks, vanillatweaks:haste_instant_mine_blocks, and vanillatweaks:instant_mine_glass. Vanilla blocks, items and loot tables are never replaced. Three narrowly scoped Mixins cover hooks that NeoForge does not expose; all remaining logic uses events and tags.
Unified Enchantments
Vanilla Tweaks permite combinações late-game autorizadas, modos persistentes de Fortune/Silk Touch e troca automática opcional de ferramentas. Consulte FEATURES.md para a tabela completa, controles e regras de balanceamento.
Grindstone Improvements
The Grindstone is no longer limited to simply removing every enchantment.
Vanilla Tweaks expands the Grindstone with optional enchantment management while preserving the vanilla workflow.
Selective Enchantment Removal
Instead of stripping every enchantment at once, you can choose which enchantments to remove.
This allows players to recover valuable equipment without sacrificing every upgrade.
Preserve What Matters
Keep the enchantments you want.
Remove only the incompatible, temporary, or unwanted ones.
Perfect for late-game equipment and expensive Anvil combinations.
Vanilla-Friendly
No new blocks.
No custom GUI.
The feature extends the existing Grindstone interface while keeping its familiar vanilla behavior.
Players who prefer the original experience can disable the feature in the server configuration.






