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UkyUI

This mod aims to add and modify menus. Specifically for one modpack.
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ukyui-1.7.10-0.5.3.jar

File nameukyui-1.7.10-0.5.3.jar
Uploader
RelsevRelsev
Uploaded
Aug 19, 2026
Downloads
5
Size
2.7 MB
Mod Loaders
Forge
File ID
8683206
Type
R
Release
Supported game versions
  • 1.7.10

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:ukyui-1647987:8683206")

Learn more about Curse Maven

What's new

Quest book (needs BetterQuesting)

  • Tooltips are drawn as one of this mod's panels and made to fit. The quest book keeps its own copy of vanilla's tooltip code, which wraps to a width but never checks the height — so a quest listing forty entries ran off the top of the screen and off the bottom at the same time, and the half you wanted to read was the half that was not there.
  • Finishing a quest shows the same panel an achievement does, with the quest's own icon in its frame, instead of a title across the middle of the screen. Completing a quest and earning an achievement together no longer puts two announcements of the same kind of thing on screen in two different shapes. Off in uky.cfg under mods.restyleQuestToast, which leaves BetterQuesting's own notice and its own notification settings.
  • The theme is handed to the book once rather than re-selected every time it opens. Another theme picked in the book's own Themes screen used to last exactly until the book was next opened; now it stays picked.

Tooltips in packs with NEI

  • NEI draws item tooltips itself and never touches the vanilla path this mod hooks, so with it installed every tooltip in the game came out in vanilla's purple frame no matter what the tooltip setting said. They are restyled now too. What is inside them is untouched, including NEI's own paging and the bars and item grids that packs put inside a tooltip.

Worlds and servers

  • Holding the bin cracks the card: a point of impact, and cracks spreading out of it, deeper the longer the button is held. Letting go closes them again.
  • The card then comes apart along exactly those cracks — long shards thrown from the impact, rather than the grid of rectangles it used to break into. Nothing breaks into rectangles, which is why the old one read as a tile sliding apart rather than shattering.
  • Shift-click the bin to delete at once, on both lists. The hold is there because a world is months of work; clearing out six test worlds is not a misclick.
  • Servers are deleted by that same gesture. It used to be a vanilla confirmation screen dropped into the middle of a dark one, asking a question the pointer had already answered by being on the bin.
  • A server added or edited on that screen is pinged straight away. It used to sit on "Asking the server..." until the whole list was refreshed by hand.
  • A world created after another was deleted no longer opens on a photograph of the deleted one. Minecraft hands folder names back out, and the picture was still cached under the name the new world had just been given.

Entering and leaving a world

  • Leaving is one movement now: the pause menu animates out, the world darkens to exactly the colour the saving screen comes up on, and the menu climbs back out of black on the far side. It used to cut three times in a row.
  • Creating a world dives into it the way opening one from the list already did.

Chat

  • The command list opens as soon as / is typed, and follows the command along as it is written, a word at a time. It waited for Tab before, which meant it only ever appeared to somebody who already knew it was there. Ordinary messages are still Tab-only — that completion is player names, and it is not worth a packet for every word of every sentence.
  • Right arrow at the end of the line takes the completion shown greyed ahead of the cursor.

Interface

  • Text in this mod's screens has a shadow under it, the way the rest of the game does. These screens were flat while every vanilla screen, every other mod and the chat around them were not, which is what made the font look wrong when nothing was wrong with it. effects.textShadow.
  • Controls at the right-hand end of a row are no longer underneath the scrollbar. Aiming at the control caught the bar and aiming at the bar caught the control, on every list in the mod at once.
  • The open-to-LAN screen wraps each game mode's description into its card instead of cutting it off after three words.
  • Settings this build no longer has are dropped from the config file, rather than kept there and listed in the in-game editor with nothing behind them.

Loading screen

  • Paced to twenty frames a second rather than sixty. Every frame here costs far more than it appears to — the captions go through vanilla's font renderer, which emits a glBegin/glEnd pair per character — and this is the one screen shown during work it must not compete with.
  • No longer logs an exception and a stack trace on every launch looking for a logo image that has never shipped.

Fixes

  • The item in the achievement panel is lit correctly while it spins. The light was being positioned inside the entrance animation, so it turned with the item and lit it from somewhere new on every frame.
  • The menu no longer starts tracing black hole fallback tables when the driver has simply not been asked yet. During mod loading the GL context belongs to the loading screen and the question has no answer rather than the answer "no" — and taking that for a no spent the whole session on the slow path, on hardware that runs the shader perfectly well.

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