All Mods Resource Packs Data Packs Shaders Modpacks Plugins
Knight Lib

Knight Lib

by Xylonity • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

 

KnightLib is a multiloader utility library designed to eliminate code duplication and provide clean implementations of systems that every mod tends to reinvent from scratch.

● This library is fully compatible with Forge, NeoForge (1.21.1+), and Fabric, built on Jared's multiloader template.

● This mod includes a small amount of content that is disabled by default. Any mod wishing to use the content (items, blocks, icons, etc.) must first enable it in its implementation.

For any questions, problems, contributions, new ideas about content/mods, and more, you can join our official Discord and comment in the appropriate channels.

 


What's included

Networking
Per mod S2C/C2S packet channels with a simple send/receive API

Auto Config
TOML config with auto generated ingame GUI, hotreload, and Configured/ModMenu (fabric) compatiblity

Event Bus
A common event system that abstracts calls to their respective loaders, so that everything can be managed in common package.

Automaton AI
Finite state machine system for complex entity AI behavior.

OBB Hitboxes
Oriented Bounding Boxes (OBBs) linked to individual model bones, to manage hitboxes more dynamically.

Camera Shake
API to manage camera shake for specific players, with several levels of configuration.

Custom Boss Bars
Allows to specify and configure custom boss bars (in real time) for the entities you want.

Cutscenes
In-game cutscene editor that automatically exports the desired JAVA code to use it wherever you want (only available in dev mode).

Music Provider
Loops and configures music tracks for entities under custom conditions, such as boss music handling.

Post Shaders
Utilities for post-processing shaders, including multi-target (experimental) passes.

Animation & Rendering
Includes an animation and rendering engine, with support for easings, molang and the bedrock (geo/geckolib) format, among other things, working as an extension of the vanilla pipeline.

Biome Spawns
Easy to use API for registering entity spawns per biome.

Loot Tables
Helpers for modifying loot tables in general (entities, chests, etc.).

Persistent Sounds
Looping sounds tied to entities, items and blocks, without worrying about overlapping sounds.

Entity Data
API for quickly accessing the persistent data of an entity.

Attachments
API for attaching (hence the name) persistent data to any entity, where the information is synched automatically (S2C).

Registrar System
Enhanced common registration helpers for blocks, items, entities, features, etc.

Extra Utilities
Additional utilities for math, colors, easings, etc.

 


For Developers

See the installation instructions on the project wiki on GitHub.

Discord

To report bugs or suggest features, or ask any questions in general, join our Discord server or report them via issues!

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.20.x
Fabric
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.20.x
Fabric
19h ago 1
1.21.x
Neoforge
19h ago 1
1.20.x
Forge
19h ago 1
1.21.x
Fabric
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.20.x
Forge
19h ago 1
1.20.x
Fabric
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.21.x
Forge
19h ago 1
1.19.x
Forge
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
1.21.x
Fabric
19h ago 1
1.21.x
Fabric
19h ago 1
1.20.x
Fabric
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Forge
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.21.x
Neoforge
19h ago 1
1.21.x
Fabric
19h ago 1
1.21.x
Forge
19h ago 1
1.19.x
Forge
19h ago 1
1.20.x
Forge
19h ago 1
1.20.x
Fabric
19h ago 1
1.20.x
Forge
19h ago 1
  • Refactor internal automaton into a modular way to implement it easier
  • Internal automaton no longer searches for creative/spectator players
  • Internal automaton now uses plain states instead of literal ids
  • Internal Automaton behaviors now receive the damage source when damaged
  • Fixed internal automaton forced exits freezing behaviors
  • Refactor internal automaton into a modular way to implement it easier
  • Internal automaton no longer searches for creative/spectator players
  • Internal automaton now uses plain states instead of literal ids
  • Internal Automaton behaviors now receive the damage source when damaged
  • Fixed internal automaton forced exits freezing behaviors
  • Refactor internal automaton into a modular way to implement it easier
  • Internal automaton no longer searches for creative/spectator players
  • Internal automaton now uses plain states instead of literal ids
  • Internal Automaton behaviors now receive the damage source when damaged
  • Fixed internal automaton forced exits freezing behaviors
  • Refactor internal automaton into a modular way to implement it easier
  • Internal automaton no longer searches for creative/spectator players
  • Internal automaton now uses plain states instead of literal ids
  • Internal Automaton behaviors now receive the damage source when damaged
  • Fixed internal automaton forced exits freezing behaviors
  • Fixed mirrored box UVs assigning east/west textures to the wrong faces
  • Fixed mirrored box UVs assigning east/west textures to the wrong faces
  • Fixed mirrored box UVs assigning east/west textures to the wrong faces
  • Fixed mirrored box UVs assigning east/west textures to the wrong faces
  • Fixed particle keyframe locators not working with shaderpacks
  • Fixed particle keyframe locators not working with shaderpacks
  • Fixed particle keyframe locators not working with shaderpacks
  • Fixed particle keyframe locators not working with shaderpacks
  • Fixed particle keyframe worldspace transform using the inverse view rotation matrix incorrectly
  • Fixed particle keyframe worldspace transform using the inverse view rotation matrix incorrectly
  • Added a brand-new animation system, as an extension of the vanilla rendering system, compatible with bedrock's convention
  • Added 4 new conventional client-sided events
  • No longer using geckolib as a mandatory dependency
  • Added a brand-new animation system, as an extension of the vanilla rendering system, compatible with bedrock's convention
  • Added 4 new conventional client-sided events
  • No longer using geckolib as a mandatory dependency
  • Entity drops internal api now resolves entity matching in a different order, preventing mods like JER from showing incorrect drops
  • Entity drops internal api now resolves entity matching in a different order, preventing mods like JER from showing incorrect drops
  • Entity drops internal api now resolves entity matching in a different order, preventing mods like JER from showing incorrect drops
  • Entity drops internal api now resolves entity matching in a different order, preventing mods like JER from showing incorrect drops
  • Added a brand-new animation system, as an extension of the vanilla rendering system, compatible with bedrock's convention
  • Added 4 new conventional client-sided events
  • No longer using geckolib as a mandatory dependency
  • Added a brand-new animation system, as an extension of the vanilla rendering system, compatible with bedrock's convention
  • Added 4 new conventional client-sided events
  • No longer using geckolib as a mandatory dependency
  • Bossbar links are now cleared on world reload
  • Fixed a case where the forge's networking stack could kick the player on a dedicated server
  • Bossbar links are now cleared on world reload
  • Fixed a case where the forge's networking stack could kick the player on a dedicated server
  • Bossbar links are now cleared on world reload
  • Bossbar links are now cleared on world reload
  • Added a [dev] campath manager (experimental) to easily create custom camera cutscenes
  • Added an attachment processor utility that can be hooked to any entity (syncs data automatically)
  • Added new client and server knightlib events
  • Fixed a case where the tick scheduler could crash the game on very rare occasions
  • Fixed a case where some very occasional crashes could occur due to a race condition caused by a parallel registration stage on forge
  • Added a [dev] campath manager (experimental) to easily create custom camera cutscenes
  • Added an attachment processor utility that can be hooked to any entity (syncs data automatically)
  • Added new client and server knightlib events
  • Fixed a case where the neoforge's persistent data utility wouldn't be correctly loaded on a dedicated server
  • Fixed a case where the tick scheduler could crash the game on very rare occasions
  • Fixed a case where some very occasional crashes could occur due to a race condition caused by a parallel registration stage on neoforge
  • Added a [dev] campath manager (experimental) to easily create custom camera cutscenes
  • Added an attachment processor utility that can be hooked to any entity (syncs data automatically)
  • Added new client and server knightlib events
  • Fixed a case where the tick scheduler could crash the game on very rare occasions
  • Fixed a case where some very occasional crashes could occur due to a race condition caused by a parallel registration stage on forge
  • Added a [dev] campath manager (experimental) to easily create custom camera cutscenes
  • Added an attachment processor utility that can be hooked to any entity (syncs data automatically)
  • Added new client and server knightlib events
  • Fixed a case where the neoforge's persistent data utility wouldn't be correctly loaded on a dedicated server
  • Fixed a case where the tick scheduler could crash the game on very rare occasions
  • Fixed a case where some very occasional crashes could occur due to a race condition caused by a parallel registration stage on neoforge
Knight Lib Icon
Download Knight Lib
Select game version
Select platform