Minecraft Entity Texture Features (Random & Emissive Mob Textures!) – [FABRIC] mod 2026 download
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minecraft mod Entity Texture Features (Random & Emissive Mob Textures!) – [FABRIC]

Entity Texture Features (Random & Emissive Mob Textures!) – [FABRIC]

Game Version: 1.18.1
Total Downloads: 2,006
Updated: Jan 29, 2022
Created: Jan 17, 2022
Download Entity Texture Features (Random & Emissive Mob Textures!) – [FABRIC]Download Earlier Versions

Earlier Versions

Name Size Uploaded Game Version Downloads
Entity Texture Features [V2.0.1] release 92.29 KB Jan 29, 2022 1.18.1 0 download Entity Texture Features (Random & Emissive Mob Textures!) – [FABRIC] Entity Texture Features [V2.0.1] releaseDownload
Entity Texture Features [V2.0] release 89.52 KB Jan 28, 2022 1.18.1 98 download Entity Texture Features (Random & Emissive Mob Textures!) – [FABRIC] Entity Texture Features [V2.0] releaseDownload

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Description

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Random & Emissive entity textures for Fabric

Like optifine but compatible with sodium 🙂

Example

 

There is an [ example pack ] if you would like a guide to make your own resourcepack.

 

Compatability

 - ✅Custom Entity Models (CEM) (results may vary from model to model)

 - ✅Sodium

 - ✅Iris Shaders (Support varies depending on the shader)

 - ✅Any server side mod – (This is a client side mod)

 - ✅Mod added entities (only if the mod creator used the vanilla rendering code to render their mobs)

 

How to / Guide for resourcepack creators

For emissive & random entity textures to work you must have a resourcepack thats supports it like the  [ example pack ].

example files

Emissive Textures:

 - Emissive textures must be in the same folder as the texture it is glowing over and must be named like (TextureName_e.png)

 - Note: most Optifine texture packs use this format and I will support changing the "_e" suffix soon.

 - Additionally all transparency in the Emissive textures must be transparent and black, use the [ example pack ]as a base if you are stuck.

 - The example image above adds red glowing eyes for the textures "creeper.png" & "creeper3.png"

Random Textures:

As of version [V1.03] – random textures are now also read from the optifine folders providing basic optifine support

 - Random textures are applied to each mob on the client-side

     (based on it's UUID, meaning that mob will always have the same random texture unless texture packs are changed – as of [Version 1.01] )

 - Random textures must be in the same folder as the original texture (or optifine/random or optifine/mob as of [V1.03]) and must be named like (TextureName#.png)

    with # being any number starting from either 1 or 2 ( as of [V1.04] )

 - At the moment all textures will select randomly and cannot have their odds adjusted, this will be coming soon.

 - The example image above shows cow.png having 4 additional textures that will be applied randomly to cows alongside the original texture,

 - as well as showing 2 random textures that will be applied to creepers (creeper3.png even has an emissive texture to go with it)

 - as of [V1.05] - Mobs with multiple textures do not need to have the same number of variants for all textures (e.g  wolf.png & wolf_angry.png & wolf_tame.png) but if they do they will match up between forms

Mod Support

 - This mod should be compatible with any Mod added entities as long as they extend LivingEntityRenderer.class for rendering and utilise it correctly

 

 

So far all Mob Entities support Random & Emissive textures though there may still be some quirks, if you find bugs you can message here or reach me on discord Traben#5687

 

I have done my best to optimise the mod (much improved from its beginings)

It is fully compatible with sodium and has a negligible performance impact on my system

sodium fps

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