Red Creepers
Are you tired of not seeing a creeper in the middle of a grass field? Just use this pack for more contrast between the creeper and the blocks around it.
– This [version](https://modrinth.com/resourcepack/red-creepers/version/1.0.0) is for [Fresh Animations](https://modrinth.com/project/50dA9Sha) and is not suitable for Vanilla Minecraft.
– This [version](https://modrinth.com/resourcepack/red-creepers/version/1.0.1) is for Vanilla Minecraft and is not suitable for [Fresh Animations](https://modrinth.com/project/50dA9Sha).
Rebalanced Music
# Rebalanced Music
Tweaked version of [Balanced Music](https://modrinth.com/resourcepack/balanced-music). Older tracks now have an equal chance of playing compared to newer tracks (where applicable).
Yeets the non-menu music from the menu, and evens out the weight of newer music. The new music is great, but it plays instead of the old tracks far too often. Seriously, why does Rubedo have a weight of 6?
### Important:
If you have other resource packs that change music or sounds, put them above this. This pack uses the `replace` option to remove music, and will remove any music added if placed above that pack.
Changes
Entries in **bold** are subject to change.
Entries in _italics_ are not applicable as of the latest Minecraft: Java Edition snapshot.
Entries in ~~strikethrough~~ are not applicable as of the latest stable Minecraft: Java Edition version.
Menu Music: Menu Music + Update Music -> Menu Music (1.18+)
Basalt Deltas: So Below weight 7 -> 1 (1.16+)
Crimson Forests: Chrysopoeia weight 7 -> 1 (1.16+)
Nether Wastes: Rubedo weight 6 -> 1 (1.16+)
Soul Sand Valley: So Below weight 7 -> 1 (1.16+)
Badlands: Crescent Dunes weight 2 -> 1 (1.20+)
Bamboo Jungle: Bromeliad weight 2 -> 1 (1.20+)
Cherry Grove:
* Below and Above weight 2 -> 1 (1.21.6+)
* ~~_Bromeliad weight 3 -> 1 (1.20-1.21.5)_~~
* ~~_Echo in the Wind weight 3 -> 1 (1.20-1.21.5)_~~
* ~~_Featherfall 3 -> 1 (1.21-1.21.5)_~~
Desert:
* ~~_Crescent Dunes weight 3 -> 1 (1.20-1.21.5)_~~
* Fireflies weight 2 -> 1 (1.21.6+)
Dripstone Caves:
* Eld Unknown weight 2 -> 1 (1.21+)
* Endless weight 2 -> 1 (1.21+)
* pokopoko weight 2 -> 1 (1.21+)
* Wending weight 2 -> 1 (1.18+)
Flower Forest: Featherfall weight 2 -> 1 (1.21+)
Forest: Broken Clocks weight 2 -> 1 (1.21.6+)
Frozen Peaks: Stand Tall weight 2 -> 1 (1.18+)
Grove: Lilypad weight 2 -> 1 (1.21.6+)
Lush Caves:
* ~~_Aerie weight 1 -> 2 (1.19-1.21.5)_~~
* ~~_Firebugs weight 1 -> 2 (1.19-1.21.5)_~~
* ~~_Labyrinthine weight 1 -> 2 (1.19-1.21.5)_~~
* ~~_Left To Bloom weight 2 -> 1 (1.18-1.18.2)_~~
* ~~_Left To Bloom weight 4 -> 2 (1.19-1.21.5)_~~
* O’s Piano weight 2 -> 1 (1.21.6+)
Jungle: Bromeliad weight 3 -> 1 (1.20+)
Meadow: One More Day weight 2 -> 1 (1.18+)
Old Growth Taiga:
* Aerie weight 1 -> 3 (1.19+)
* Firebugs weight 1 -> 3 (1.19+)
* Labyrinthine weight 1 -> 3 (1.19+)
Sparse Jungle: Bromeliad weight 2 -> 1 (1.20+)
Stony Peaks:
* Eld Unknown weight 2 -> 1 (1.21+)
* Stand Tall weight 2 -> 1 (1.18+)
Versioning scheme
The version name consists of the minimum supported stable Minecraft: Java Edition version followed by the iteration of the resource pack for that version of Minecraft: Java Edition. If there is no supported stable Minecraft: Java Edition version, then the minimum supported Minecraft: Java Edition version is used instead.
For example, version 1.16.2 v1 means that it is the first iteration of the resource pack to support at least Minecraft: Java Edition version 1.16.2. Meanwhile, version 21w39a v2 means that it is the second iteration of the resource pack to support at least Minecraft: Java Edition version 21w39a.
The maximum supported Minecraft: Java Edition version is specified in the changelog of the respective version of the resource pack.
Raw Blocks | Smeltery and Blasting
# Description
“Raw Blocks | Smeltery and Blasting” or for short “Smeltery” is a light weight datapack with a simple goal, to make smelting raw iron in to iron a whole lot faster, with the edition of Raw Blocks Smelting!
Raised
*Take control of the position of your GUI and fix the broken hotbar selection texture!*
### Move around the GUI!
Raised lets you move around both vanilla and modded GUI layers (that are supported)!
Want the hotbar closer to the middle of the screen? Raised has got your back! Take control of a layer and move it where you please! Control them individually or sync them to make the entire in-game GUI move together!
### Working with mods!
Raised allows mods to register layer entries for their own GUI overlays for you to configure their movement. However, Raised can also natively work with mods in several ways that do not require their support!
Any mod that registers their (Neo)Forge overlay via the respective registry is automatically captured and added to Raised’s layer registry. This allows you to individually control the layers of many mods without any special support!
Any mod that renders its overlay solely via a (Neo)Forge render event for one of the vanilla layers that Raised supports will be moved along with that vanilla layer. Much the same on Fabric, any mod that injects its overlay render within the scope of Raised’s targets in the code will also be moved!
### Set it up however you like!
You can edit the layer configurations directly from the config, from a suite of commands, or from the options screen (openable via `~` by default or from the (Neo)Forge mods screen). Please note that the options screen limits the amount that a layer may be displaced to accommodate the use of slider controls. For unlimited displacement, use commands or directly edit the config!
### Get the goods!
You can find releases of Raised on both *[Modrinth]* and *[CurseForge]* and also access development builds on *[GitHub]*!
Raised supports Fabric 1.16+, Forge 1.16+, and NeoForge 1.20.2+.
### Figure it all out!
You can delve into the *[wiki]* for details or submit a *[bug report]* if something isn’t quite right!
Still need something? Head on over to the *[discussions]* forum for support, to read announcements, or discuss anything about the mod!
[Modrinth]: https://modrinth.com/mod/raised
[CurseForge]: https://www.curseforge.com/minecraft/mc-mods/raised
[GitHub]: https://github.com/yurisuika/raised
[wiki]: https://github.com/yurisuika/raised/wiki
[bug report]: https://github.com/yurisuika/raised/issues
[discussions]: https://github.com/yurisuika/raised/discussions
[Discord]: https://discord.gg/0zdNEkQle7Qg9C1H
Rail Recipe Rebalance

## Are you for re-ail?
You know what really steams my engine? **Rails**. Specifically, how _expensive_ they are.
Rails are not a bad method of transportation, especially early-game. They’re pretty fast, and can even be automated using redstone, making them an immersive choice!
There’s just one problem: accessibility. During the period of a world that they would be useful (pre-elytra), most people don’t have a surplus of ingots to spend on tracks. I mean, just for regular, unpowered rails, it costs roughly 1 ingot for 3 blocks of track.

That’s what this recipe change aims to fix. By making rails more affordable, it’s now a more realistic goal to make a train between your friend’s base!
## Available wherever the tracks take you!
**Rail Recipe Rebalance** is available all the way from version **1.15** to **26.1**, and will continue to be updated for newer versions! You can install it as a datapack, or as a mod for your favorite modloader!
Additionally, RRR aims to add compatibility with mods, and currently adds new recipes for the following mods:
> – **[Copper Rails](https://modrinth.com/mod/copperrails)**
> – **[Create](https://modrinth.com/mod/create)**
*If you would like to request a mod to be supported, DM me at* **palm1**!
## Try these couplings!
Rails get even better with these amazing projects, and they are highly recommended for use with this pack!
### Server
> – **[Linkart](https://modrinth.com/mod/linkart-refabricated)** – Link your minecarts together!
> – **[Fast Minecart](https://modrinth.com/mod/fast-minecart)** – Double the speed of minecarts!
### Client and Server
> – **[Copper Rails](https://modrinth.com/mod/copperrails)** – Adds two new rail types in the vanilla style!
> – **[Create](https://modrinth.com/mod/create)** – Allows you to couple minecarts, control rail speed, and create custom multi-block trains!
## You May Also Like
[
](https://modrinth.com/datapack/planked-chests)
[
](https://modrinth.com/datapack/backported-shelves)
Rabbit Shield
# Rabbit Shield
This resource pack replaces the default shield with a custom 3D model.
The design uses a rabbit theme.
No OptiFine required. Vanilla compatible.
## More Shield Themes
– [Black](https://modrinth.com/project/noire-shield)
– [Blue](https://modrinth.com/project/blue-shield)
– [Creeper](https://modrinth.com/project/creeper-shield)
– [Dark Red](https://modrinth.com/project/dark-red-shield)
– [Mirror](https://modrinth.com/project/mirror-shield)
– [Navy Blue](https://modrinth.com/project/navy-blue-shield)
– [Red](https://modrinth.com/project/red-shield)
🗿QuiltGoSlightlyFasterLol🗿
Replaces KnotClassDelegate.getRawClassByteArray with a version that uses libdeflate so it goes slightly faster lmao.
Supported platforms:
* aarch64-linux-gnu
* aarch64-macos-none
* i386-linux-gnu
* i386-windows-gnu
* powerpc64le-linux-gnu
* x86_64-linux-gnu
* x86_64-macos-none
* x86_64-windows-gnu
Qube Pack
This resource pack gives some blocks more volume, while maintaining the original texture of the block.
Qu Enchantments

# Qu Enchantments Mod (For Fabric/Quilt)
Welcome! This is a mod adding various enchantments that ~~in my opinion~~ add much needed variation to the enchantments
in the game while not straying too far from vanilla. It’s not just your ordinary More Enchants mod however, I have my own little twist inside…
## 🧰 Installation
This mod requires the Fabric or Quilt loader. I have no plans at the moment for making a Forge equivalent. I have not extensively
tested what Fabric Loader versions work and don’t work. This mod uses Minecraft 1.20.5+, so I believe any Fabric Loader 0.15.11 and beyond should work. This mod does utilize the [Fabric API](https://modrinth.com/mod/fabric-api)
so make sure you have that as well.
## 📖 Content
This mod currently has 20 new enchantments, one new curse, and one new item as of 1.3.0-1.19.
Click to expand
– 📘 Normal Enchantments
– Freezing Aspect Enchantment (I-II) (Sword) – Slows enemy on hit.
– Leeching Aspect Enchantment (I-II) (Sword) – Heals a small amount on hit.
– Inane Aspect Enchantment (I-II) (Sword) – Nullifies all Protection enchantments, blessings, and Totems of Undying for a short duration.
– Molten Walker Enchantment (I-II) (Boots) – Hardens lava for a short time as you walk.
– Bashing Enchantment (Shield) – When hit while guarding, knocks your attacker back a small amount.
– Reflection Enchantment (I-III) (Shield) – Blocked persistent projectiles (arrows and tridents) will be reflected back
in the direction you’re looking.
– Accuracy Enchantment (I-II) (Crossbow) – Increases the accuracy of your shot.
– Arrow’s Flight (I-II) (Bow) – Increases the arrow speed of your shot.
– Blessing of Speed (Rune) – Gives a small passive speed boost.
– Blessing of Regeneration (Rune) – Gives a passive increase to natural regeneration.
– Blessing of Aggression (Rune) – Gives a small passive increase to attack speed.
– Fidelity (Horse Armor) – Horses with this enchantment on their armor will follow and teleport to its bonded player.
Any player that tries to ride the horse while it’s trying to reach you will be dismounted.
– 📕 Curses
– Curse of Agitation – Mobs will become hostile to anything wearing this curse.
– 🎱 Corrupted Enchantments – A new type of enchantments that offer a powerful ability with a drawback. They will consume
other enchantments of the same type to increase their level. Multiple corrupted enchantments cannot be placed on the same item. They can be found
in various high level loot chests. Might want to pick your battles wisely with these…
– Shaped Glass Enchantment (I-V) (Sword/Axe) – Increased damage, but increases damage to item. Corrupts all damage enchantments.
– Nightblood Enchantment (I-II) (Sword) – Will oneshot any non-boss enemy, but will drain your xp, hunger, then health
while held. Wither Skeletons and the Warden are also immune. Corrupts all aspect enchantments.
– Skywalker Enchantment (I-II) (Boots) – While crouching, will condense cloud blocks underneath you for you to walk on.
Remain crouching or you will fall through. Corrupts all walker enchantments.
– Essence of Ender (I-III) (Armor) – When hit, will teleport the attacker away from the wearer a short distance.
While wearing, water and rain have a chance to teleport and harm the wearer. Corrupts all thorns enchantments.
– Omen of Immunity (I-V) (Rune) – While held, you become immune to all effects, positive or negative. You will still take
damage from fire and lava, but will not remain on fire. Nightblood cannot instantly kill the holder. Corrupts all
rune enchantments.
– Strip Miner (I-II) (Mining Tools) – After mining a block, the tool-compatible blocks around it will be destroyed for
a clear path. These blocks, including the mined one, will not drop their spoils. Corrupts all spoils enchantments
(Fortune, Silk touch).
– 🎲 Compound Enchantments – Enchantments that are chance based that stack greatly.
– Lucky Miner Enchantment (I-C) – Increases the likelihood of the user finding ores around them as they mine. Stacks logarithmically.
– Lightening Bound Enchantment (I-C) – Chance on hit to strike the target with a lightening bolt. Stacks linearly.
– 💎 Items
– Rune – A new item that can be enchanted for passive effects while held. While being used, the damage meter will drain
depending on the amount of enchantments present and the rune variant. A rune with a corrupted enchantment will not
regenerate and will break upon reaching max damage. Use sparingly. There are nine rune variants, each acquired differently.
Higher level runes will have more charge. Librarian villagers and Wandering Traders can have a rune trade.
– 🛠️ Vanilla Changes
– Shields can be enchanted at an enchanting table.
– Horse Armor can be enchanted at an enchanting table.
## ⚙ Modpacks
Click to expand
If you want to use this mod for a modpack, I’ve put in some features to allow for more compatibility between the
functionality of my mod and others that add enchantments.
Corrupted enchantments are sorted by categories based on their effect. Right now there are only five that do anything:
`Damage`, `Aspect`, `Walker`, `Thorns`, `Mining Tool Drop` and `Rune`.
You can add or edit what enchantments fall under which category by changing the .json files in `data/qu-enchantments/tags/enchantment/`.
The Nightblood corrupted enchantment will one-hit kill every entity not listed in
`data/qu-enchantments/tags/entity_types/nightblood_immune_entities.json`.
The Lucky Miner’s ores and their weights can be edited by adjusting the `data/qu-enchantments/loot_tables/gameplay/mining/lucky_miner_overworld.json`
and the `luck_miner_nether.json` json files.
## 📝 Dependencies and Credits
This mod relies on [Fabric-ASM](https://github.com/Chocohead/Fabric-ASM) by Chocohead. It is built into the mod, so there
is no need to download anything.
This mod uses [YetAnotherConfigLib](https://modrinth.com/mod/yacl) by isxander for the configuration system.
Thanks to [E_Leven](https://www.instagram.com/evan_cdg/) for all the textures I requested made (Hot Obsidian Block, Rune textures, and web graphics).
## 📜 License
Copyright 2022 Quplet, Apache License 2.0. Please credit if you use or distribute my work.
[](https://tinyurl.com/qupletkineticlink)
QDAA
Implements really simple antialiasing via *super-sampling*, also known as SSAA.
## Huh?
Antialiasing is often implemented via “FXAA”, “TAA”, “MSAA”, etc. All of these methods are approximations, but they’re very fast. FXAA and TAA are basically just really fancy blurs, and MSAA can only smooth polygon edges; pixelated textures are totally missed out on, which is most of what Minecraft is.
Super-sampling is the most pure, accurate, and expensive form of antialiasing. The entire scene is rendered at a higher resolution, and then downscaled for presentation. It’s also the easiest to implement.

For example, if you’re playing in a 1280×720 window, then QDAA will render the game at *2560×1440* instead, and then resize it to 1280×720 before it’s drawn to the screen.
This mod reuses functionality in Minecraft that handles macOS Retina displays, so it should be quite compatible, except with other mods that modify how the framebuffer is drawn to the screen. It also technically optimizes the final render step, replacing a normal quad render with a blit.
Notably, due to how this works, **QDAA can even antialias GUIs**, improving readability of rotated text and smoothing the edges of 3D item models. Shaders only work on the world.
## Versions
2.0 is an xplat redesign of QDAA based on the old “Simple” version, which works on 1.21.1+. Historically, QDAA is available in both “Simple” and “Configurable” versions, which are v1.1 and v1.2 due to having no foresight.
### Simple
Really basic implementation of just the AA. ~~Works on any version with Blaze3D, pinky promise. Will likely never need updating. Remind me if I forget to tag new versions.~~ Mojang refactored how their framebuffer code works, so it broke. Yay. 2.0 exists to fix this.
**Note**: 1.16 and earlier only [*sorta*](https://blob.jortage.com/blobs/7/3d4/73d4a6b5e2bb3172856992ccddbdf281b17105075ad07be9f4919d75dea913d9a4f7249196e40ef061a653354dd617942f9897668e07dad5bd497f65c3bcceb9) work. Only 1.18 and higher is supported.
### Configurable
More “full-fledged” mod with a config screen and runtime toggling. Potentially useful to ship in modpacks off-by-default. Highly version-dependent due to usage of GUIs. Likely won’t receive updates, I regret it.