Low Fire & Side Shield
# 🔥Low Fire & Side Shield
**Low Fire & Side Shield** is a **Minecraft resource pack** designed to keep your screen clear and focused.
It lowers both the **fire overlay** and the **shield position**, introducing a **minimal side shield** that lets you see more of your surroundings without losing the vanilla feel.
Whether you’re in the middle of a **PvP battle**, exploring dangerous caves, or just want a cleaner screen, this pack makes gameplay smoother and more immersive.
It’s lightweight, **FPS-friendly**, and works seamlessly with default Minecraft textures.

—
## ✨ Features
– 🔥 **Reduced fire overlay** — less visual clutter during combat.
– 🛡️ **Lowered side shield** — improved visibility without removing functionality.
– 🎮 **Vanilla-friendly look** — keeps the original Minecraft style intact.
– ⚙️ **Optimized for PvP and survival** — clear visuals, faster reactions.
– 💻 **Lightweight & compatible** — works with most other packs and versions.
—
## 📦 Perfect For
– PvP players needing better visibility
– Streamers who prefer a clean HUD
– Anyone wanting a minimal, modern look in Minecraft
—
**Tags / Keywords:**
`low fire`, `low shield`, `side shield`, `minecraft pvp`, `clear hud`, `visibility pack`, `vanilla friendly`, `clean screen`, `minimal resource pack`, `fps boost`, `combat tweaks`, `minecraft texture pack`, `darkshadowx21`
—
### 📜 License
This project is licensed under the **MIT License**.
You’re free to use, modify, and share this resource pack — just include proper credit to **Darkshadowx21**.
LoginPhaseProxy
**LoginPhaseProxy** is a somewhat “*simple*” Velocity Plugin that allows you to proxy the LoginPluginMessagePacket from backend server to the player and LoginPluginResponsePacket from the player to the backend server. This is useful for modded backend servers that rely on Login Plugin Message communication to work, such as [AutoModpack](https://github.com/Skidamek/AutoModpack).
> Disclaimer: This plugin is in early development and may contain bugs and performance issues. Use it at your own risk.
## 🔁 When to use
| Author(s) | Mod |
|—————————————–|——————————————————————————–|
| [Skidam](https://github.com/Skidamek) | [AutoModpack](https://github.com/Skidamek/AutoModpack) (Fabric/Forge/Neoforge) |
> You’re welcome to suggest new use cases via [Issue](https://github.com/caiostoduto/LoginPhaseProxy/issues/new/choose) or [Pull Request](https://github.com/caiostoduto/LoginPhaseProxy/pulls)!
## ❓ What does it solve (detailed)

Normal Setup ⦁ Made in Figma
On a normal Velocity setup, when a player connects to the proxy, they go through the (P ↔ V) Login Phase, exchanging packets with the Velocity until the proxy sends a Server Login Success Packet, completing the (P ↔ V) Login Phase and triggering the backend connection process. The backend server then goes through its own (V ↔ B) Login Phase, where it may send Login Plugin Message Packets to the Velocity, and they can’t be forwarded to the player, because the (P ↔ V) Login Phase is already complete, so Velocity reponds them with an empty data Login Plugin Response Packet, as it doesn’t know how to handle them. This is a problem for modded backend servers that rely on Login Plugin Message communication to work, such as [AutoModpack](https://github.com/Skidamek/AutoModpack), as they won’t be able to send the necessary data to the player during the Login Phase, and the player won’t be able to join the backend server. This plugin tries to solve this issue by proxying the Login Plugin Message communication between the player and the backend server, allowing modded backend servers to work with Velocity without any issues.
## ✨ How it works (detailed)
~~Basically black magic 🪄🔮~~. It uses [Java Reflection](https://www.oracle.com/technical-resources/articles/java/javareflection.html) to access the internal Velocity classes [ProxyServer](https://github.com/PaperMC/Velocity/blob/ad8de4361c9d6e93b818d3381e85b14e0c90ad05/proxy/src/main/java/com/velocitypowered/proxy/VelocityServer.java) -> [ConnectionManager](https://github.com/PaperMC/Velocity/blob/dev/3.0.0/proxy/src/main/java/com/velocitypowered/proxy/network/ConnectionManager.java)[[1]](https://github.com/caiostoduto/LoginPhaseProxy/blob/main/src/main/java/com/caiostoduto/loginPhaseProxy/initializer/VelocityChannelInitializer.java) to override the serverChannelInitializer[[2]](https://github.com/caiostoduto/LoginPhaseProxy/blob/main/src/main/java/com/caiostoduto/loginPhaseProxy/initializer/FrontendChannelInitializer.java) and backendChannelInitializer[[3]](https://github.com/caiostoduto/LoginPhaseProxy/blob/main/src/main/java/com/caiostoduto/loginPhaseProxy/initializer/BackendChannelInitializer.java), so it can intercept the Velocity communication with the player (P <-> V)[[4]](https://github.com/caiostoduto/LoginPhaseProxy/blob/main/src/main/java/com/caiostoduto/loginPhaseProxy/intercept/FrontendInterceptor.java) and backend server (V <-> S)[[5]](https://github.com/caiostoduto/LoginPhaseProxy/blob/main/src/main/java/com/caiostoduto/loginPhaseProxy/intercept/BackendInterceptor.java), respectively.

Plugin Implementation ⦁ Made in Figma
With that, our plugin watches the Login Phase player connection until it sees a SetCompressionPacket(5) (optionally) and ServerLoginSuccessPacket(6), adding them to a buffer instead of sending them to the player and synthetically sends a loginAcknowledgedPacket(7) to the Velocity pipeline, tricking it into thinking the Login Phase is complete and starting the backend connection process. To make sure the Velocity doesn’t mess the packet interception and sending process, our plugin removes stealthly (so that it doesn’t trigger it’s handlerRemoved lifecycle[[6]](https://github.com/caiostoduto/LoginPhaseProxy/blob/main/src/main/java/com/caiostoduto/loginPhaseProxy/utils/StealthPipeline.java)) the handlers from the Velocity serverChannel pipeline[[4]](https://github.com/caiostoduto/LoginPhaseProxy/blob/main/src/main/java/com/caiostoduto/loginPhaseProxy/intercept/FrontendInterceptor.java) that were added after the Login Phase to Config Phase transition ([MinecraftCompressorAndLengthEncoder](https://github.com/PaperMC/Velocity/blob/ad8de4361c9d6e93b818d3381e85b14e0c90ad05/proxy/src/main/java/com/velocitypowered/proxy/protocol/netty/MinecraftCompressorAndLengthEncoder.java#L33) and [MinecraftCompressDecoder](https://github.com/PaperMC/Velocity/blob/ad8de4361c9d6e93b818d3381e85b14e0c90ad05/proxy/src/main/java/com/velocitypowered/proxy/protocol/netty/MinecraftCompressDecoder.java#L34), others are removed naturally afterwards). Also, our plugin adds the [MinecraftVarintLengthEncoder](https://github.com/PaperMC/Velocity/blob/ad8de4361c9d6e93b818d3381e85b14e0c90ad05/proxy/src/main/java/com/velocitypowered/proxy/protocol/netty/MinecraftVarintLengthEncoder.java#L33)[[4]](https://github.com/caiostoduto/LoginPhaseProxy/blob/main/src/main/java/com/caiostoduto/loginPhaseProxy/intercept/FrontendInterceptor.java) back (was removed at the transition) and sets the [MinecraftDecoder](https://github.com/PaperMC/Velocity/blob/ad8de4361c9d6e93b818d3381e85b14e0c90ad05/proxy/src/main/java/com/velocitypowered/proxy/protocol/netty/MinecraftDecoder.java#L34) state to StateRegistry.LOGIN[[4]](https://github.com/caiostoduto/LoginPhaseProxy/blob/main/src/main/java/com/caiostoduto/loginPhaseProxy/intercept/FrontendInterceptor.java) so the packets are properly encoded and decoded.
If the backend server sends a LoginPluginMessagePacket(10) during its Login Phase, our plugin will intercept it and send it to the player(11), and if the player sends a LoginPluginResponsePacket(12), our plugin will intercept it and send it to the backend server(13). This way, we can effectively proxy the LoginPluginMessagePacket and LoginPluginResponsePacket between the player and the backend server, allowing modded backend servers to work with Velocity without any issues. Then, when the backend server ends the Login Phase sending the ServerLoginSuccessPacket(15), our plugin will flush the buffered packets to the player, completing the Login Phase and allowing the player to join the backend server as normal. Afterwards, if the user sends a LoginAcknowledgedPacket (clientProtocolVersion >= ProtocolVersion.MINECRAFT_1_20_2)(16) after the Login Phase is complete, our plugin will simply ignore it, as it is not expected to be sent by the player at that point. Finally, the plugin will restore the [MinecraftDecoder](https://github.com/PaperMC/Velocity/blob/ad8de4361c9d6e93b818d3381e85b14e0c90ad05/proxy/src/main/java/com/velocitypowered/proxy/protocol/netty/MinecraftDecoder.java#L34) state to its previous state (Config Phase).
So, yeah, *basically black magic* 🪄🔮. Yayyyy!
## 🙏 Acknowledgements
– [Skidam](https://github.com/Skidamek), who inspired me to create this plugin!
– [lucas-gcp](https://github.com/lucas-gcp), who supported me and helped with testing!
Log Cleaner
A lightweight mod that cleans old, unused log files.
The best thing is that this mod keeps files not based on creation date, but the most recent access (of any kind) to the file, so logs that are still being accessed for whatever reason are not removed unwillingly.
It works both client-side only and server-side only, and works in every Minecraft version.
By default, it will clean logs that haven’t been used in more than 14 days, so there’s plenty of time in case you ever need them for debugging, but you can configure it to any amount of days you want.
## Configuration
You can find the mod’s configuration file in `config/logcleaner.json`. There’s two options you can change in there:
– `daysOld`: The number of days a log has to have been unused in order for it to be deleted. Defaults to `14`
– `silent`: If set to `true`, Log Cleaner will not send a message with the amount of deleted log files to the log. Defaults to `false`
Lo-Fi Music
# Lo-Fi Music 🎶
This resource pack adds [Monolism’s wonderful remixes](https://www.youtube.com/watch?v=jAS-GKmQ_5o) of the Minecraft soundtrack to the game! This pack includes new songs for:
– Echo in the Wind
– A Familiar Room
– Bromeliad
– Crescent Dunes
– Relic
This pack is not compatible with any other resource pack that modifies these songs.
MAKE YOUR BUILDING LIMIT UP
# MAKE YOUR BUILDING LIMIT UP
_**Think Minecraft doesn’t have enough building space? Want to build taller buildings? Try our data pack and you can increase the building limit up to 4064 blocks!!**_

## How to install it?
**You may need to create your game world before install the data pack**
1.Open your game folder(“.minecraft”)
### If you use version isolation:
2.Open your “versions” folder
3.Choose your version
4.Open your “saves” folder
5.Choose your save
6.Open your “datapacks” folder
7.Put our data pack in the folder
### If you Don’t use version isolation
2.Open your “saves” folder
3.Choose your save
4.Open your “datapacks” folder
5.Put our data pack in the folder
**PLEASE PAY ATTENTION!! This datapack may affect the normal operation of other mods**

_This is a DATAPACK! Please put it in the “datapacks” folder in your saves folder_
**NOT THE “recoursepacks” FOLDER**
Lighty
Instead of rendering crosses or numbers on the top face of blocks, Lighty takes a different approach – It renders a transparent carpet-like block on top! Or, new in version 1.1.0 – Renders the actual light level numbers, but Lighty Style!
Make sure to check out [the Gallery](https://modrinth.com/mod/lighty/gallery) for some pictures!
## Configuration
– To activate the overlay, press `F7` and choose the desired mode. This key is configurable in the key binds menu.
– As of version 1.2.0, you can quickly toggle the light overlay on or off using `F8`! This key is configurable in the key binds menu.
– As of version 1.3.0, you can change the “red”/”orange” threshold in the new config menu (accessible using `F7`). Useful for those that want to light their places up aesthetically, or maybe you are playing with some mods that change the mobs spawning rules.
## Meaning of colors:
– Green: No mobs can spawn here!
– Orange: If the sun goes down, Mobs will spawn! Be careful!
– Red: Mobs can spawn here!
If you have some ideas for this mod, feel free to open [a new Codeberg Issue](https://codeberg.org/SchmarrnDevs/Lighty/issues)!
If you like this mod, consider following the project to get notified about new updates!
This mod was inspired by [LightLevel](https://github.com/Parzivail-Modding-Team/LightLevel).
LifeBound
# Description
Max health lowers the further you are from friends
This datapack changes the maximum health of individual players the further they are from the group’s average location. It does not account for dimensions, only coordinates. By Default, the location updates every minute and you lower a heart every 20 blocks away from this location. However, with the below commands you can increase the update speed all the way to every 1s, and change how much distance it takes to lose health (from every 10 blocks to every 100 blocks). If any bugs occur, try /reload, and if they still occur please let me know. This gamemode can be used for a one time gimmick, or to encourage players on a small server to work together and not all go off and cause lots of exploration-based-lag.
Note: Due to the way minecraft works, the visual of your max health changing might not always update immediately. Sometimes it does, sometimes it does not. It definitely will once you heal/take damage.
Update: At close proximity, players gain buffs to reward sticking together (dolphins grace, speed, & regen)
# Commands / Settings
Lower Power = Less Lag
Commands will take a moment to update (based on however often the power updates)
/function avghealth:veryhighpower – updates location every 1s
/function avghealth:highpower – updates location every 10s
/function avghealth:mediumpower – updates location every 30s
/function avghealth:lowpower – updates location every 60s (default)
/function avghealth:veryhighdistance – Health Changes Every 100 blocks
/function avghealth:highdistance – Health Changes Every 50 blocks
/function avghealth:mediumdistance – Health Changes Every 20 blocks (default)
/function avghealth:lowdistance – Health Changes Every 10 blocks
# Other
Always back up your world before using a datapack
If you like this, you may also like a worldborder based on the same code:
https://www.planetminecraft.com/data-pack/center-a-worldborder-of-any-size-at-the-average-changing-multiplayer-location-in-the-game-low-energy-less-lag/
I recommend using the Simple Voice Chat Mod while using these datapacks.
You have permission to use this datapack for any means, as long as you give credit.
Legacy Glint
## What does this pack do?
Legacy Glint brings back the ‘old’ enchantment glint texture for armor from pre 1.19.3, to 1.19.4 and beyond
Leashable Players
# Leashable Players
Ruin friendships in this COOL new Minecraft mod for Fabric!
You can configure it via gamerules, including if the mod is enabled, how far away the two players can be before the leash breaks and the distance between the players required before the leash starts pulling.
# 可拴住的玩家
在这款适用于 Fabric 的全新 Minecraft MOD 中破坏友谊!
您可以通过游戏规则对其进行配置,包括是否启用该 MOD、在绳索断裂前玩家之间的距离以及在绳索开始拉扯前玩家之间的距离。
Killer Head
[](https://modrinth.com/project/I7bAUQBi)
[](https://discord.gg/FVq3j5heAc)
[](https://fabricmc.net/)
[](https://quiltmc.org/)
[](https://neoforged.net/)
[](minecraftforge.net)
___
## What’s Killer Head ?
**Killer Head** is a project to drop the killer’s head when his victim dies.
## How it works ?
### Edit player loot table `entities/player.json`
Adds a player head to the death of a player and correlates the characteristics of the killer.
## Complementary
You can also use [Drop Head](https://modrinth.com/project/drop-head).
Here’s [Stackable Heads](https://modrinth.com/project/stackable-heads) which is interesting to use.
## Compatibility
**Killer Head** should work anywhere.
## Support me!
Join my Hardcore Minecraft server: `38.143.19.130:51965`