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[ETF] Entity Texture Features

[ETF] Entity Texture Features

<img src="https://raw.githubusercontent.com/Traben-0/EntityTextureFeatures/master/.github/README-assets/icon.png" width="150"<br

Entity Texture Features

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About

ETF is a Fabric, Forge & NeoForge mod that adds many Entity Texture Features, including entity and player skin features!

ETF primarily supports the OptiFine format, acting as one of the alternative mods to OptiFine, but with many more features and options!

If you want more OptiFine features on Fabric, you can either check this list, made by LambdaAurora, or you can use the Fabulously Optimized modpack, which includes all the OptiFine parity mods!

Features

- Custom & random entity textures with the OptiFine format, including even more properties! [[guide]](https://github.com/Traben-0/EntityTextureFeatures/blob/master/.github/README-assets/RANDOMGUIDE.md)

- Emissive/glowing entity textures with the OptiFine format, [[guide]](https://github.com/Traben-0/EntityTextureFeatures/blob/master/.github/README-assets/EMISSIVEGUIDE.md)

- Simple format for blinking mobs. [[guide]](https://github.com/Traben-0/EntityTextureFeatures/blob/master/.github/README.md#-blinking-textures)

- Player skin features, including blinking, emissive textures, and more! [[guide]](https://github.com/Traben-0/EntityTextureFeatures/blob/master/.github/README-assets/SKINGUIDE.md)

Compatible with

- OptiFine's random/custom or emissive entity resource packs

- Entity Model Features (EMF)

- dorianpb's old CEM mod

- Sodium

- Iris Shaders (Support varies depending on the shader)

- Modded entities (Only if the mod creator uses the vanilla rendering code to render their mobs)

- And many more

Settings & configuration

Settings can be changed in-game using Mod Menu, the settings button in the resource pack screen, or by editing the config file, located under config/entitytexturefeatures.json

Mod support

This mod should be compatible with any mod added entities as long as they use regular vanilla rendering

Any mod displaying an entity in a custom GUI can force the default texture by having the entity.getblockstate set to either null or of type VOIDAIR, the same can be achieved by settings the display mob's UUID to UUID.nameUUIDFromBytes(("GENERIC").getBytes()).

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Changelog

You can find the changelog here.

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Need help or have questions?

You can reach out on my Discord (preferred) or open an issue on GitHub.

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