Wilderness

Wilderness is a datapack that focuses on adding small decorations to biomes, usually on the surface with bushes, flowers and ferns, but also in rivers, oceans and even the nether. Other than trees, most vanilla forest biomes don’t have many decorations in them. In Wilderness, biomes like forests look overgrown and feel much more wild. Wilderness still stays true to vanilla by only using logical natural blocks (no stone buttons for pebbles).

This pack uses an addition system that allows for extended compatibilty when used in vanilla, but it also has extra compatibiliy with Lithostitched. Whenever convenient, I recommend installing Lithostitched, for increased performance and more thorough world generation.

Wilderness does not change tree generation. For improved trees, check out Better Trees. Some of the images were taken with Better Trees.

Wilder Flowers

Wilder Flowers


fabric
Available for NeoForge
forge
Raspberry Flavoured

## Overview

This mod adds a host of new foliage to vanilla world generation through the addition of wildflowers. These blooms can be made into flower garland decor, which can be both worn and placed. Wilder Flowers adds clover patches to various biomes as well.

## FAQ

– Will this mod be ported to other versions/loaders?
– DavigJ actively supports the Forge versions of the mod, and cassiancc maintains the Fabric and NeoForge versions. There is no plan to port to any older versions of Minecraft or support Forge past 1.20.1, ports to latest will happen when they are ready.
– **Note**: Fabric support on versions older than 1.21.1 is discontinued. Users on Fabric 1.20.1 can use Kilt.

## License
![Code license (MIT)](https://github.com/davigj/wilder-flowers/blob/main/LICENSE.txt)

Wilder Flowers is available under the open source MIT License. Note that this means you are required to attribute the mod if you use any content from it in your own projects.

## Credits
Feel free to direct any suggestions towards the issue tracker!

This mod’s features were originally implemented in Raspberry Core as an original feature for Raspberry Flavoured. It was iterated on there before being extracted into its own mod.

Flower implementation was done by Kobber and cassiancc, textures were made by ProbablyEkho.

The port to a standalone Forge 1.19.2/1.20.1 mod was done by DavigJ, and the port beyond to multiloader 1.21.x was done by cassiancc.

Wild Wolves

**This Datapack/mod adds Wolf Attacks, Wolf Dens and Horns that give your tamed wolves buffs.**

**You can spawn a Wolf Attack in Creative mode by typing:** /function wild_wolves:wolf_attack_spawn

**You can get all the added items in Creative mode by typing:** /function wild_wolves:give_items

**You can get all the new special Goat Horns in Creative mode by typing:** /function wild_wolves:give_goat_horns

**You can locate a Desert/Taiga Wolf Den in Creative mode by typing:**
/locate structure wild_wolves:wolf_den_desert **or** /locate structure wild_wolves:wolf_den_taiga

**Wolf Attacks:**

Wolf Attacks spawn randomly around the player every couple of days (there’s a bigger chance during a full moon).

When one happens it can be identified by the sound of many angry wolves and red text above the hotbar.

They are made up of Alpha Wolves and Pack Members
Alpha Wolves are stronger than the other members and drop Wolf Teeth when killed.

All Members of the pack have a different ability depending on the biome they spawned in

Wolf Pack Biome Abilities

– **Forests:** Spawn in packs of 5, Do more knockback
– **Sparse Jungle:** Spawn in packs of 5, Apply Poison and Nausea upon biting
– **Taiga/plains:** Spawn in packs of 5, are faster
– **Old growth Taiga:** Spawn in packs of 5, Have a dash attack
– **Snowy:** Spawn in packs of 5, apply weakness upon biting
– **Grove:** Spawn in packs of 3 but apply strong slowness upon biting
– **Savanna:** Spawn in packs of 9 but have less health and lower damage
– **Desert:** Spawn in packs of 3 but have more health, knockback resistance and deal more damage
– **Nether:** Spawn in packs of 4, but set everything on fire

![3 Types of Wolf Attacks](https://cdn.modrinth.com/data/cached_images/9701536a33f36cd80bcca6d5c4bc7a1ed5c0df10.png)

**Wolf Dens:**

Wolf Dens spawn in Deserts and Old growth Taigas and are made up of big bones sticking from the ground.

Inside them you will find a few Wolves, one Alpha Wolf, some baby Wolves and all of them are aggressive towards the player.

These Dens also have some Suspicious Sand or Gravel that contain different items, among which are some special Goat horns

![Types of Wolf Dens](https://cdn.modrinth.com/data/cached_images/4668a312f67d9bfaf8b5667cfa6e4066031b6e4d.png)

**Wolf Goat Horns:**

By brushing Suspicious Sand or Gravel found in Wolf Dens there is a chance that you uncover some Special Goat Horns of which there are 9 different types.

When blown, each different type of the Horns activates each ability which usually relates to your Tamed Wolves.

These Horns have a durability amount depending on how useful they are but they can be repaired by throwing them on the ground along with one Wolf Tooth which can be obtained by killing an Alpha Wolf or in Suspicious blocks inside Wolf Dens.

Types of Horns and Abilities

– **Horn of Sitting:** When blown it makes all tamed wolves within 16 blocks sit
– **Horn of Standing:** When blown it makes all tamed wolves within 16 blocks stand up
– **Horn of Targeting:** When blown it makes all tamed wolves within 16 blocks attack the nearest hostile mob
– **Horn of Healing:** When blown it fully heals all tamed wolves within 16 blocks
– **Horn of Powering:** When blown it makes all tamed wolves within 16 blocks stronger and faster for a little
– **Horn of Calling:** When blown it teleports all tamed wolves within 64 blocks to the player
– **Horn of Coloring:** When blown it randomly colors the collar of all tamed wolves within 16 blocks
– **Horn of Calming:** When blown it calms all angry wolves within 16 blocks
– **Horn of Attacking:** When blown it spawns a wolf attack
– _(1.21.5+)_ **Horn of Sounding:** When blown it randomly changes the sound variant of all tamed wolves within 16 blocks

![A New Horn and a Wolf Tooth](https://cdn.modrinth.com/data/cached_images/dad3c6596a83204191791cd7b942a7e5b53b6470.png)

_(1.21.2+)_ **Tooth Traps:**

By throwing a Wolf Tooth and an Iron Ingot on the ground three Tooth Traps will be crafted

They can be placed and any mobs that walk on them, including the player, will be damaged and stuck in place. The only way for a mob to escape is for the trap to be broken.

After a Tooth Trap is used it will become closed, to open it and make it usable again a player must press the button at the center of the trap

Throwing a Redstone Block on these traps will upgrade them into an Upgraded Tooth Trap. They work the same as normal ones but only Hostile Mobs will be damaged by walking on them

![Trap Items](https://cdn.modrinth.com/data/cached_images/de74f4766bcd33f783a8e502f45cd357c56a6e8e.png)

![Tooth Traps](https://cdn.modrinth.com/data/cached_images/14d982b80fe4e9b9f8850eee292403784c16f150.png)

**Tamed Alpha Wolf**

If an Alpha Wolf has been tamed with bones, it will provide a strngth and regeneration effect to all Tamed Wolves within 16 blocks

![Tamed Alpha Wolf Buffing Nearby Tamed Wolves](https://cdn.modrinth.com/data/cached_images/94e91920fabe3deb86fc875f16f1fb7133698062_0.webp)

**Illager Wolves:**

All Illager captains (Pillagers, Vindicarors, Evokers) have a 25% chance to spawn with 3 leashed Aggressive wolves.

These Wolves will attack all Players, Villagers and Iron Golems on sight

![A Pillager Captain with Leashed Wolves](https://cdn.modrinth.com/data/cached_images/8d796fcdc81afb42ed0d1065b62db91202857704.png)

_(1.21.5+)_ **Wolf Den Explorer Map:**

This map drops from Alpha Wolves when they die and can be used to easily locate a Wolf Den

![A Wolf Den Explorer Map](https://cdn.modrinth.com/data/cached_images/95712d07fb2a4a7b1af48b2d636135b7256b8dcf.png)

**Advancements:**

A few advancements related to the datapack have also been added

![advancements](https://cdn.modrinth.com/data/cached_images/0487dbc905bd13e3f259b4e6280979e1437e21b7.png)

Wild Delight

# Wild Delight

![WildDelight Item and Block](https://cdn.modrinth.com/data/uxWySR8n/images/c92132dc7d89926c89533220613482109d39e296.png)

need Farmers Delight mod!

## Summary

This addon is aim to Revamped Farm system!

Make agriculture and animal farming more interesting and meaningful

Instead of being able to use bone meal, you can now craft a fertilizer base, obtained by placing a straw carpet under your livestock, and bone meal, which can then be used as fertilizer to help grow crops for the first time.

And by using it in the Farmlands, you can create rich soil.

## Credit

Kurobell – Original Idea

Wild Cities

### **Ello!**
## ###
This datapack will add randomly generated skyscrapers to your world. Each floor is unique and provides monsters to fight along with loot from dungeons, desert temples, villagers, and ocean ruins. I intended this mod to be used with other mods that enhance the player’s abilities, the floors will be difficult.

![Skyscrapers the data pack can generate](https://cdn.modrinth.com/data/cached_images/0248832b1d8c04fa66f81b89b1ee6ab9a69af374_0.webp)

_Inspired by AtomicStryker’s Battle Towers and McJty’s Lost Cities mods_

Wild Battle API

### Please consider supporting me on ko-fi if you like the mod and can afford it, I appreciate even 1 dollar. Ko-fi


_**I grant permission to anyone seeking to add my mod to a modpack**_


# Wild Battle API

Wild Battle API is a shared wild battle AI framework for Cobblemon.

For players and pack authors, it provides configurable smarter wild battle behavior with built-in presets and admin tools. For developers, it exposes a supported public API for registering custom wild `BattleAI` implementations without replacing Cobblemon internals directly.

Wild Battle API installs a delegating AI on wild battle actors at battle start. On each AI decision:

– Higher-priority providers are checked first.
– The first provider that returns a non-null `BattleAI` is used.
– Returning `null` defers to lower-priority providers.
– If no provider claims the context, the actor’s original Cobblemon AI is used as fallback.

This lets multiple mods cooperate safely while keeping a reliable fallback path when no custom provider applies.

## Included Features

– Shared API for wild battle AI extensions
– Priority-based provider resolution
– Safe fallback to the actor’s original Cobblemon AI
– Built-in configurable smart wild AI behavior
– Difficulty presets from `easy` to `extreme`
– Admin UI and debug commands
– Fabric and NeoForge support for Minecraft `1.21.1`

## Admin Commands

Wild Battle API includes operator/admin commands for testing and configuration.

Commands:
– `/wildbattleapi ui`
– `/wildbattleapi difficulty `
– `/wildbattleapi debug on`
– `/wildbattleapi debug off`
– `/wildbattleapi debug status`

Aliases:
– `/wba ui`
– `/wba difficulty `
– `/wba debug on|off|status`

These commands require permission level `2`.

Developer Usage

## Developer Usage

### Supported Public API

Use only these classes for third-party integrations:

– `com.github.raguto.wildbattleapi.api.WildBattleAPI`
– `com.github.raguto.wildbattleapi.api.WildAIProvider`
– `com.github.raguto.wildbattleapi.api.WildAIContext`

Do not depend on internal packages such as `impl`, `mixin`, `config`, or `network`.

### Runtime Dependency

Install Wild Battle API anywhere your dependent mod loads. In normal modpacks, that means both client and server.

Mod ID:
– `wild_battle_api`

Also declare it as a dependency in your mod metadata.

Fabric (`fabric.mod.json`):

“`json
{
“depends”: {
“wild_battle_api”: “*”
}
}
“`

NeoForge (`META-INF/neoforge.mods.toml`):

“`toml
[[dependencies.your_mod_id]]
modId = “wild_battle_api”
type = “required”
versionRange = “[1.0.0,)”
ordering = “AFTER”
side = “BOTH”
“`

Adjust the minimum version to the first Wild Battle API version your mod supports.

### Compile-Time Dependency

If you are not consuming a published Maven artifact, compile against the loader-specific jar directly.

Fabric example:

“`gradle
dependencies {
modCompileOnly files(“libs/wild_battle_api-fabric-1.0.0.jar”)
}
“`

NeoForge example:

“`gradle
dependencies {
compileOnly files(“libs/wild_battle_api-neoforge-1.0.0.jar”)
}
“`

Use the loader-appropriate jar for your environment.

### Registering a Provider

Register your provider once during your mod’s common initialization.

“`java
import com.github.raguto.wildbattleapi.api.WildBattleAPI;
import com.github.raguto.wildbattleapi.api.WildAIContext;

public final class MyWildAIRegistration {
public static void init() {
WildBattleAPI.registerProvider(150, context -> {
if (shouldUseMyAI(context)) {
return new MyCustomWildBattleAI();
}
return null;
});
}

private static boolean shouldUseMyAI(WildAIContext context) {
return context.getBattle() != null && context.getActor() != null;
}
}
“`

You can also register at the default priority:

“`java
WildBattleAPI.registerProvider(context -> null);
“`

### Priority Guidance

– `0`: catch-all or default provider
– `50`: standard override
– `100+`: high-priority or boss-specific override
– `200+`: hard override, use carefully

If your provider only handles specific cases, return `null` for everything else.

### Implementing Your Own BattleAI

You may provide any class that implements Cobblemon’s `BattleAI`.

“`java
import com.cobblemon.mod.common.api.battles.model.PokemonBattle;
import com.cobblemon.mod.common.api.battles.model.ai.BattleAI;
import com.cobblemon.mod.common.battles.ActiveBattlePokemon;
import com.cobblemon.mod.common.battles.BattleSide;
import com.cobblemon.mod.common.battles.PassActionResponse;
import com.cobblemon.mod.common.battles.ShowdownActionResponse;
import com.cobblemon.mod.common.battles.ShowdownMoveset;
import com.cobblemon.mod.common.net.messages.client.battle.BattleHealthChangePacket;
import org.jetbrains.annotations.Nullable;

public final class MyCustomWildBattleAI implements BattleAI {
@Override
public ShowdownActionResponse choose(
ActiveBattlePokemon activeBattlePokemon,
PokemonBattle battle,
BattleSide side,
@Nullable ShowdownMoveset moveset,
boolean forceSwitch
) {
if (forceSwitch || moveset == null) {
return PassActionResponse.INSTANCE;
}

// Replace this with your own move or switch logic.
return PassActionResponse.INSTANCE;
}

@Override
public void onHealthChange(BattleHealthChangePacket packet) {
// Optional state tracking.
}
}
“`

### WildAIContext

`WildAIContext` gives providers the information needed to decide whether to claim a wild battle actor.

Always available:
– `getActor()`
– `getPokemonList()`
– `getBattle()`
– `isForceSwitch()`

Nullable depending on the current decision:
– `getActiveBattlePokemon()`
– `getAiSide()`
– `getMoveset()`

Guard nullable fields before using them.

### Integration Notes

– Keep provider logic fast and predictable.
– Return `null` when your mod does not want to claim the current context.
– Avoid throwing exceptions from provider or AI logic.
– Test in both dedicated server and integrated singleplayer.
– If multiple mods register providers, higher numeric priority is checked first.

## Licensing

Wild Battle API code and binaries are All Rights Reserved.

Third-party usage and distribution permissions are defined by the author policy on the mod page.

Wild Animals

# Wild Animals

_**This datapack is mostly designed for server usage.**_

No resource pack required, **fully server side**.

All the new animals are **spawning naturally** in their respective biomes, and are **animated**.

This datapack can be used in singleplayer, but it may lag a lot. Manually use **/function animals:kill** if it lags too much!

## List of animals

– Elephant (**savanna, jungle**)
– Jellyfish (**ocean, deep ocean, warm ocean, cold ocean, deep warm ocean, deep cold ocean**)
– Shark (**deep warm ocean, deep cold ocean**)
– Crab (**beach**)

## Performance impact

– **Player/Client** (rendering the textures of the animals)
– Elephant —> Very Low
– Jellyfish —> High
– Shark —> Very Low
– Crab —> Very Low

– **Server** (functions, spawn rate and so on)
– Elephant —> Low
– Jellyfish —> Very Low
– Shark —> Very Low
– Crab —> Very Low

## Uninstalling

Run **/function animals:kill** before uninstalling!

Tonic and Wild Medicine

# 🌳 Tonic and Wild Medicine
![Thumb](https://cdn.modrinth.com/data/cached_images/3bf6a05fdb5fd46a20ea09ad87d083667fb8e9a1.png)

This mod adds **tonics** and **natural healing items** that can be easily obtained and used to enhance your survival. From simple herbs to powerful tonics and magical drinks, each item has a unique purpose in the game.

**Language support:**
English (US), Portuguese (BR), **Mexican Spanish (es_mx)**.

![All Itens](https://cdn.modrinth.com/data/cached_images/f66afe5a2c8d0af4950b5ae67ff4b283fb1eaacb.png)

## 🌿 Herbs and Natural Resources

### Medicinal Herb
Can be found in the following biomes: *Plains, Taiga, Snowy Taiga, Forest, Flower Forest, and River.*
It is the base item of the mod, and when broken, it can drop the following resources:

– **Herb Leaf**
The most common drop, yielding 1 to 3 units.
Used to craft **Simple Herb Blend** and **Herb Leaf Crate**.

– **Herb Flower**
A rarer drop.
Used to craft **Refined Herb Blend** and **Herb Flower Crate**.

### 💡 New Ways to Obtain
– You can now trade **Herb Flower**, **Herb Leaf**, and **tonics** with **farmer villagers** and the **Wandering Trader**.
– Breaking Medicinal Herbs may also drop **seeds**.
– Placing a **Herb Flower** in the **crafting grid** now yields **seeds**.

## 🏥 Medicinal Blends

Healing items made from **Herb Leaf** and **Herb Flower**, combined with **paper**. These consumables effectively restore health.

– **Simple Herb Blend**
Restores 2 hearts.
Applies Regeneration I for 20 seconds.
Used as a base ingredient for all tonics.

– **Refined Herb Blend**
Restores 4 hearts.
Applies Regeneration II for 20 seconds.
Essential ingredient for crafting **Legendary Tonic**.

– **Honey Herb Blend** 🌚
Restores 9 hearts.
Applies Regeneration II for 20 seconds.
Essential ingredient for crafting **Drinks**.

– **Antidote** 🌚
Removes all negative effects.

## 🧪 Tonics

Powerful vitamins that grant temporary benefits, divided into two categories: **Simple Tonics** and **Special Tonics**.

### 🔹 Simple Tonics

– **Fortitude Tonic**
Regeneration II for 20 seconds.
Strength for 1 minute.

– **Resilience Tonic**
Regeneration II for 20 seconds.
Resistance for 1 minute.

– **Swiftness Tonic**
Regeneration II for 20 seconds.
Speed for 1 minute.

– **Legendary Tonic**
Regeneration III for 30 seconds.
Grants all effects of simple tonics for 1 minute.

### 🔥 Special Tonics

– **Flame Tonic**
Regeneration II for 20 seconds.
Fire Resistance for 1 minute.

– **Spelunker’s Tonic**
Regeneration II for 20 seconds.
Night Vision and Glowing for 1 minute.

– **Void Tonic**
Regeneration II for 20 seconds.
Levitation for 30 seconds.
Slow Falling for 1 minute.

– **Ancient Tonic**
Regeneration IV for 20 seconds.
Weakness II and Night Vision for 1 minute.
Bad Omen for an extended period.

## 🍷 Alcoholic Drinks 🌚

Fermented tonics and herb blends with powerful **buffs** and light **side effects**. Crafted with **Honey Herb Blend** and **fermented ingredients**.

### 🔻 Alcoholism Effect

All alcoholic drinks apply:

– 🨢 Nausea for 10 seconds
– 🌑 Darkness for 1 second

> These effects only last **⅓ of the buff duration**.

🛡️ **Exceptions**:
– **Whisky** and **Primal Whisky** have longer side effects.
– **Golden Apple Drinks** cancel all negative effects with their magical power.

### 🥂 Drink List

– **Hydromel**
Regeneration III (30s)
Speed II (30s)

– **Apple Drink**
Regeneration II (30s)
Absorption I (30s)

– **Golden Apple Drink**
Regeneration III (30s)
Absorption III (30s)
Resistance I (30s)
🛡️ *No side effects*

– **Enchanted Golden Apple Drink**
Regeneration III (30s)
Absorption V (2 min)
Resistance I (2 min)
Fire Resistance I (2 min)
Haste I (2 min)
🛡️ *No side effects*

– **Whisky**
Regeneration II (30s)
Strength II (30s)
⛪ *Side effects last longer*

– **Primal Whisky**
Regeneration III (30s)
Strength II (30s)
Speed I (30s)
Fire Resistance I (30s)
⛪ *Side effects last longer*

## 🗡️ Improvised Weapons 🌚

Sometimes a bar brawl breaks out…

### Broken Bottle
A quick and dirty melee weapon.

📦 **Crafting**: Place a **Glass Bottle** alone in the crafting grid.

📊 **Stats**:
– 💥 Damage: 6
– ⚔️ Attack Speed: 2
– 🪓 Durability: Breaks after 5 hits

📝 *“Sharp. Shady. Shatters fast. Just like a bad night out.”*

## 🌐 Version 2.0.0: **Honey and Alcohol Update**

This version introduces:
– **New trading options** with villagers and the wandering trader.
– **Medicinal Seeds system** from breaking herbs or crafting with flowers.
– **Two new healing items**: Honey Herb Blend and Antidote.
– **Alcoholic Drink System** with buffs and mild side effects.
– **New Weapon**: Broken Bottle.
– **Language support** updated for English (US), Portuguese (BR), and added **Mexican Spanish (es_mx)**.

## 🌫️ New in Version 3.0 — Smoke from the West

This update expands the mod with combat reworks, dangerous plants, addiction mechanics, and new gear.

### 🩸 Combat Changes
– Glass Bottles now apply **Bleeding**.
– Bleeding can be cured using **Medicinal Blends**.

### 🚬 Tobacco System
– Tobacco Plant spawns in the **Jungle**.
– Drops **Tobacco Leaves** and **Seeds**.
– Fully farmable crop.

**Tobacco Items**

– **Cigarette**
Huge speed & attack speed boost (30s).
Applies Addiction.
After-effects: coughing + Slowness.
Chain smoking causes Wither.

– **Cigar**
Crafted with dried leaves.
Grants Resistance + Addiction effects.

### ☠️ Belladonna
– Dangerous jungle plant.
– Touching applies **Poison II + Nausea**.
– Drops **Belladonna Fruit**.

**Belladonna Fruit**
– Applies **Torpor**.
– Completely immobilizes the player.

### 🧨 Throwable Toxins
– Belladonna fruit and leaves can be thrown using the **Tomahawk**.

### 🌙 Lunar Content
– Lunar Flowers spawn in **Dark Oak Forest**.
– Grants **Glowing + Lunar Grace** (Armor & Luck).

**Moonshine**
– Illegal alcoholic drink.
– Crafted or found in **Pillager Carriage**.
– Produces 4 bottles.
– Applies Alcoholism + Lunar effects.

**Lunarshine & Lunar Blend**
– Lunarshine grants **+10 Armor**.
– Lunar Blend heals and grants **Lunar Grace**.

### ❓ Suspect Plant
– Sold by **Wandering Traders**.
– Found in **Jungle Temples**.

**Suspect Cigarette**
– Nausea, Hunger, Addiction.
– Grants **Hero of the Village** (temporary).

### 🔥 Extras
– Molotov Cocktail
– Cowboy Hat
– 3 Music Discs (Tobacco, Belladonna, Lunar)

▶️ **Mod Cited:**

▶️ **In-Game Cinematic Trailer (3.0):**

The Minecraft (wikidot) Backrooms

## A mod that adds the backrooms to your game!
_(mod based off of wikidot)_

If you suffocate youself in falling blocks with this mod enabled, you’ll end up in the backrooms, an alternate reality with many levels and entities to fight through, all whilst keeping your sanity in check.

**YOU CAN NOT RETURN AFTER YOU ENTER THE BACKROOMS**

_(inventory is also cleared when you enter)_

### Features:
– Backrooms levels 0, 1, 2, 3, 4, 6.1 and 11
– 5 entities to fight off
– 12 new food items
– A sanity system you must manage
– Many more new blocks and items

(Leave feedback in the discord server)

Wiki Zoomer

Wiki Zoomer is a very small mod, made with intentions to help improve the quality of modded Minecraft wikis. This mod only adds 3 new things:

The Item Zoomer:

![Item Zoomer](https://i.imgur.com/QIi0cfo.png)

This pedestal, crafted out of smooth stone, cobblestone, and a single diamond, allows any item right clicked onto it to display above the pedestal, without de spawning. When the pedestal is shift clicked with an item displaying on it, it will open up a GUI that will render said item isometrically.

The Entity Zoomer:

![Entity Zoomer](https://i.imgur.com/e38sWin.png)

This pedestal, crafted out of smooth stone, cobblestone, and a single emerald, is used to display and render any living entity. In order to do so, one must craft an Entity Info, then right click the desired entity with the Entity Info item. Then the Entity Info item must be used on the pedestal in order to set it. To unset the entity, right click again. Sneak + right click will open up a GUI that will render the desired entity isometrically.

Entity Info:

![Entity Info](https://i.imgur.com/hl6IVYy.png)

Crafted out of purple dye, a paper, and a bone, this item can be right clicked on any mob in order to bind it. Once bound, it will appear like so:

![Entity Info 2](https://i.imgur.com/uHPIS70.png)

A bound Entity Info can then be used on a Entity Zoomer to set the entity to render.

Entity/Item Zoomer GUI:

![GUI](https://i.imgur.com/TTsjvzl.png)

When shift clicked, the Item Zoomer and Entity Zoomer open up a GUI that allows the user to take isometric screenshots of the selected entity, block or item. A zoom slider can be used to adjust the size, a greenscreen option is also included.

All the screenshots taken above were used with the mod’s zoomer blocks. Below is a gallery of several blocks and entities with wiki-quality isometric renders.

![Examples](https://i.imgur.com/HTiHsuW.png)