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Vanilla Backport

Backports modern minecraft features to previous versions, trying to keep it as accurate as vanilla Minecraft

File Details

vanillabackport-neoforge-1.21.1-1.1.5.jar

  • R
  • Nov 16, 2025
  • 25.86 MB
  • 825
  • 1.21.1
  • NeoForge

File Name

vanillabackport-neoforge-1.21.1-1.1.5.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:vanillabackport-417430:7226817"
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Vanilla Backport: Bundle o' Life

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It's finally time! releasing the biggest update of Vanilla Backport to the date and the result of 4 months of development, finally introducing... Bundle o' Life!

This update brings features of not one, but multiple updates!

  • Spring to Life
  • Bundles of Bravery
  • Armored Paws
  • Bats & Pots

FEATURES

  • World generation & ambience:
    • added leaf litter:
      • toggleable via config.
      • generates in biomes that use the biome tag #minecraft:spawns_leaf_litter
      • they generate under trees that use the block tag #minecraft:allows_leaf_litter
      • sparse leaf litter patches generate on biomes that use the tag #minecraft:spawns_leaf_litter_patches
    • added wild flowers:
      • toggleable via config.
      • generates in biomes that use the biome tag #minecraft:spawns_wildflowers
      • noise-based wild flowers generate in biomes that use the biome tag #minecraft:spawns_noise_based_wildflowers
    • added bushes:
      • toggleable via config.
      • generates in biomes that use the biome tag #minecraft:spawns_bushes
    • added firefly bushes:
      • toggleable via config.
      • generates in biomes that use the biome tag #minecraft:spawns_firefly_bushes
      • they may generate in land in biomes that use the biome tag #minecraft:spawns_firefly_bushes_swamp
    • added cactus flower.
    • added short and tall dry grass:
      • toggleable via config.
      • generates in biomes that use the biome tags #minecraft:spawns_dry_grass and #minecraft:spawns_dry_grass_rarely
    • added farm animal variants.
    • added falling leaves.
    • added fallen trees:
      • toggleable via config.
      • generates in the biomes that use the following biome tags:
        • #minecraft:spawns_fallen_oak_trees
        • #minecraft:spawns_fallen_birch_trees
        • #minecraft:spawns_fallen_birch_trees_rarely
        • #minecraft:spawns_fallen_super_birch_trees
        • #minecraft:spawns_fallen_jungle_trees
        • #minecraft:spawns_fallen_spruce_trees
        • #minecraft:spawns_fallen_spruce_trees_rarely
    • added desert ambient sounds:
      • Dead Bushes, Dry Grass, Sand and Red Sand now have a chance to play ambient sounds.
    • updated lodestone recipe.
    • updated Bundle UI and controls.
      • toggleable via config.
      • bundles now change their model depending on whether you are using legacy or modern bundles.
    • added dyable bundles.
    • reworked creative tabs
    • added support to conventional tags (Forge / Fabric / Create).
    • added background music by Amos Roddy:
      • "Below and Above"
      • "Broken Clocks"
      • "Fireflies"
      • "Lilypad"
      • "O's Piano"
    • sheep now have color priorities based on their spawning biome.
    • updated camel spawning:
      • toggleable via config.
      • they can generate in biomes that use the biome tag #minecraft:spawns_camels
    • added wolf variants
    • added armadillos
      • toggleable via config.
      • they spawn in biomes that use the biome tag #minecraft:spawns_armadillos
      • spiders are now scared of armadillos.
    • decorative pots can now store items. (thanks to Echo2Craft)

CHANGES

  • namespace update
  • creative tab rework
  • updated configs:
    • updated bat model is now toggleable.
    • removed creaking heart on pale oak sapling config.
    • resin config now controls its generation on woodland mansions loot.
    • dried ghast config now controls whether dried ghasts are bartered by piglins.
    • music disc drops from ghasts and chicken jockeys are now toggleable.
    • villager's and wandering trader's trades are now toggleable.
    • happy ghast movement speed can now be modified.
    • music fading for pale garden is now toggleable.
    • creaking trail particle colors are now configurable.
  • eyeblossoms and firefly bushes are now emissive by default.

BUGFIXES

  • Happy ghasts no longer consume saddles.
  • Creakings no longer die from colliding with players for too long.
  • Creakings wouldn't play their attack sound.
  • Creakings wouldn't spawn properly.
  • Parrot sounds were incorrectly referenced in crash logs for Sinytra Connector.
  • Configs were not properly generating.

NAMESPACE UPDATE

  • migrated all features from vanillabackport namespace to minecraft.
    • Allows safe port-forwarding to vanilla versions and the usage of resourcepacks
  • features data conversion:
    • this system may be removed in a future update.
    • allows to safely migrate worlds that used the old vanillabackport namespace.
    • includes support for Every Compat features

CREATIVE TAB REWORK (BUNDLED TABS)

  • merged previous tab from vanilla backport onto a single creative tab.
  • added a vertical menu to switch between contents of versions.
  • titles are fully translatable.

FALLING LEAVES

  • fully client sided and configurable.
    • toggleable via config.
    • can modify their frequency via config.
  • block-tag based:
    • spawn_falling_leaves allows to control which leaves spawn falling particles.
    • spawn_falling_needles allows to control which leaves spawn coniferous falling particles.
  • resource-pack API:
    • resource packs can override leaf colors via JSON files under assets/<your-id>/leaf_colors/
    • {
        "block": "minecraft:azalea_leaves",
        "properties": {
          "color": -9399763,
          "priority": 0
        }
      }
      
    • block: ID of a block that is an instance of LeavesBlock.
    • properties:
      • color: ARGB color value for the particle.
      • priority (optional): highest priority override wins (default: 0).

FARM ANIMAL VARIANTS

  • toggleable via config.
  • provided new variants for cows, pigs and chickens:
    • temperate (default)
    • cold
    • warm
  • they spawn in biomes that use the following biome tags:
    • #minecraft:spawn_cold_variant_farm_animals
    • #minecraft:spawn_warm_variant_farm_animals
  • these variants do not actually spawn the mob, they only determine the variant from the biome it is spawning in.
  • added colored eggs for chicken variants:
    • Blue Eggs: dropped by cold chickens.
    • Brown Eggs: dropped by warm chickens.
  • disabled by default when using mixed litter (for safer compatibility).
  • data-driven:
    • resource packs can add more variants via JSON files under data/<your-id>/<mob>_variant/
    • example: data/minecraft/chicken_variant/cold.json
    • {
        "asset_id": "minecraft:entity/chicken/cold_chicken",
        "model": "cold",
        "spawn_conditions": [
          {
            "condition": {
              "type": "biome",
              "biomes": "#minecraft:spawn_cold_variant_farm_animals"
            },
            "priority": 0
          }
        ]
      }
      
    • asset_id: represents the location of the entity texture.
    • model: variant model.
    • spawn conditions
      • condition : defines the condition to spawn this variant.
        • type: the type of condition to be used
          • biome: takes a biome or biome tag to check if the mob is spawning in it.
            • requires biome field.
          • structure: takes a structure ID to check if the mob is spawning inside it.
            • requires structures field.
          • moon_brightness: takes a range of moon brightness values to check if the mob is spawning during that moon phase.
            • requires range array with min and max values.
    • for more context, check minecraft official documentation.

WOLF SOUND VARIANTS

  • toggleable via config.
  • provided new variants for wolf personalities:
    • classic (default)
    • puglin
    • sad
    • angry
    • grumpy
    • big
    • cute
  • they are randomly assigned on spawn.
  • data-driven:
    • resource packs can add more variants via JSON files under data/<your-id>/wolf_sound_variant/
    • example: data/minecraft/wolf_sound_variant/puglin.json
    • {
        "ambient_sound": "minecraft:entity.wolf_puglin.ambient",
        "death_sound": "minecraft:entity.wolf_puglin.death",
        "growl_sound": "minecraft:entity.wolf_puglin.growl",
        "hurt_sound": "minecraft:entity.wolf_puglin.hurt",
        "pant_sound": "minecraft:entity.wolf_puglin.pant",
        "whine_sound": "minecraft:entity.wolf_puglin.whine"
      }
      
    • each field represents the sound id to be used for that specific action.
    • for more context, check minecraft official documentation.

WOLF VARIANTS

  • toggleable via config.
  • provided new variants for wolves:
    • pale (default)
    • spotted
    • snowy
    • black
    • ashen
    • rusty
    • woods
    • chestnut
    • striped
  • they spawn by default in biomes that use the following biome tags:
    • #minecraft:has_wolf/spotted
    • #minecraft:has_wolf/snowy
    • #minecraft:has_wolf/black
    • #minecraft:has_wolf/ashen
    • #minecraft:has_wolf/rusty
    • #minecraft:has_wolf/woods
    • #minecraft:has_wolf/chestnut
    • #minecraft:has_wolf/striped
  • these variants do not actually spawn the mob, they only determine the variant from the biome it is spawning in.
  • disabled by default when using backported wolves (for safer compatibility).
  • data-driven:
    • resource packs can add more variants via JSON files under data/<your-id>/wolf_variant/
    • example: data/minecraft/chicken_variant/cold.json
    • {
        "assets": {
          "angry": "minecraft:entity/wolf/wolf_ashen_angry",
          "tame": "minecraft:entity/wolf/wolf_ashen_tame",
          "wild": "minecraft:entity/wolf/wolf_ashen"
        },
        "spawn_conditions": [
          {
            "condition": {
              "type": "biome",
              "biomes": "#minecraft:has_wolf/ashen"
            },
            "priority": 0
          }
        ]
      }
      
    • assets
      • angry: represents the location of the angry wolf texture.
      • tame: represents the location of the tame wolf texture.
      • wild: represents the location of the wild wolf texture.
    • spawn conditions
      • condition : defines the condition to spawn this variant.
        • type: the type of condition to be used
          • biome: takes a biome or biome tag to check if the mob is spawning in it.
            • requires biome field.
          • structure: takes a structure ID to check if the mob is spawning inside it.
            • requires structures field.
          • moon_brightness: takes a range of moon brightness values to check if the mob is spawning during that moon phase.
            • requires range array with min and max values.
    • for more context, check minecraft official documentation.

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⚠️ Disclaimer

This mod is in no way affiliated with or endorsed by Mojang, Microsoft, or any of their subsidiaries.
Minecraft is a trademark of Mojang Studios. All related assets, including textures, names, and game content, are the property of Mojang Studios and Microsoft.

No commercial use is intended or permitted.

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