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

![Header image](https://cdn.modrinth.com/data/cached_images/fa2f01052b4c12d85633681cedd5b2800883c20c.png)
## 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.

![Shaking text to represent the absurdity of the rail cost!](https://cdn.modrinth.com/data/cached_images/6095ec178704a767e79841b0b24d9db09fffb6eb.gif)

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
[Planked Chests Mod Icon](https://modrinth.com/datapack/planked-chests)
[Backported Shelves Mod Icon](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

Quilt Loading Screen

## Screenshots in the Gallery tab above!

**Requires [Quilt Loader](https://quiltmc.org) and [QSL](https://modrinth.com/mod/qsl).**

This is a loading screen based off of [The Quilt Community’s (former) server banner](https://raw.githubusercontent.com/QuiltMC/art/master/banners/png/quilt-banner.png).

### Not sure what Quilt is? Check it out! –> https://quiltmc.org

The mod consists of several patches from the Quilt logo falling like snow, which then rapidly fall off the screen once loading ends.

This also applies with the F3-T resource pack reload.

Every June, Quilt Loading Screen turns on Pride Mode and the patches consist of pride flags instead! You can also turn this on manually all the time via a config option if you have Mod Menu installed.

简体

## 截图在上面的 “Gallery”(图库)标签中!

**需要[Quilt Loader](https://quiltmc.org)和[QSL](https://modrinth.com/mod/qsl)。**

这是一个基于[The Quilt Community(前)服务器横幅的加载画面](https://raw.githubusercontent.com/QuiltMC/art/master/banners/png/quilt-banner.png)。

### 不知道Quilt是什么?看看吧! –> https://quiltmc.org

该模型由Quilt标志的几个补丁组成,像雪一样落下,然后在加载结束后迅速从屏幕上掉下来。

这也适用于F3-T资源包的重新加载。

每年六月,Quilt加载屏幕都会开启骄傲模式,补丁由骄傲的旗帜组成! 如果你安装了Mod Menu,你也可以通过一个配置选项手动一直打开它。

任何人都可以把我的mods上传到[mcmod.cn](https://www.mcmod.cn/class/6628.html)。我不会说中文,所以我不能自己做这个! 如果你想了解更多信息,请发邮件给我 [email protected]

Qube Pack

This resource pack gives some blocks more volume, while maintaining the original texture of the block.

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.

![](https://blob.jortage.com/blobs/b/d44/bd446ebab0263ff81deb3f127d00c7a818e4c91bc84a06f7a3dd1d0ced7eb1f0f270748ef68752d285fe31fe91a9ea603fbe8092cf48a7b7c7cedea117928566)

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.