Submitted by @tomasmendes01 through the form.
Submission: -p-AKjDZoFl_Kou4es3JCbFL84AL8_02MDTCf4ZsUoY
Co-authored-by: tomasmendes01 <[email protected]>
Submitted by @tomasmendes01 through the form.
Submission: T6p3r_WvUBM66p1RumW8TjWkXawwML_QUuN9_pda2LE
Co-authored-by: tomasmendes01 <[email protected]>
* Add dynamic_fps_for_rust 0.1.0
Submitted by @Lyvt-Dev through the form.
Submission: MAyCnE4TcnIo3B05CCph3VzW4RMBdFYO_0S76ynJA-M
Co-authored-by: Lyvt-Dev <[email protected]>
* dynamic_fps_for_rust: describe what 0.1.0 does
The page listed Dynamic FPS's toast pausing and battery HUD and toasts, which this build doesn't have. It now names the caps it sets, the JSON config file, and that it has no settings screen.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Lyvt-Dev <[email protected]>
Co-authored-by: Horizon agent <[email protected]>
Co-authored-by: Claude Opus 5.5 <[email protected]>
* Add connected_textures 0.1.2
Submitted by @tariksabanuz through the form.
Submission: 8z1xdnIhXYT7sDm0v6CCif30RGP2lYOLB6q2V6C9ef8
Co-authored-by: tariksabanuz <[email protected]>
* connected_textures: icon from raw.githubusercontent.com (the blob page is HTML, not the image)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: tariksabanuz <[email protected]>
Co-authored-by: Horizon agent <[email protected]>
Co-authored-by: Claude Opus 5.5 <[email protected]>
* Add chat_animation 0.1.0
Submitted by @tariksabanuz through the form.
Submission: gypApON8d6DU7sdJ81St9xAxOONKxb_edS-LUEh95yQ
Co-authored-by: tariksabanuz <[email protected]>
* chat_animation: icon from raw.githubusercontent.com (the blob page is HTML, not the image)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: tariksabanuz <[email protected]>
Co-authored-by: Horizon agent <[email protected]>
Co-authored-by: Claude Opus 5.5 <[email protected]>
* Update horizon_physics 0.18.0
Submitted by @tariksabanuz through the form.
Submission: dUwtD3FcOST_rD7zK-b-0LW83RvCQatWATzx8eZplT0
Co-authored-by: tariksabanuz <[email protected]>
* horizon_physics: keep the hosted icon, and say it is a clean-room project not made by PhysicsMod's author
The new icon was a GitHub blob page (HTML) of a 250 KB animated preview; the entry's own icons/horizon_physics.png stays. The summary and description keep the 0.15.1 page's statement that it holds none of PhysicsMod's code or assets.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: tariksabanuz <[email protected]>
Co-authored-by: Horizon agent <[email protected]>
Co-authored-by: Claude Opus 5.5 <[email protected]>
* Update mod_menu 0.3.3
Submitted by @tariksabanuz through the form.
Submission: l0GzXMA1DQh20OewDGgMOQvMM_CnMnPSnV7Imjga354
Co-authored-by: tariksabanuz <[email protected]>
* mod_menu: icon from raw.githubusercontent.com (the blob page is HTML, not the image)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: tariksabanuz <[email protected]>
Co-authored-by: Horizon agent <[email protected]>
Co-authored-by: Claude Opus 5.5 <[email protected]>
Filled by horizon's tools/registry_backfill_owner_ids.py (horizon#9688): every owner login resolved and
matched the IDs the submission form recorded; nothing was left alone.
Co-authored-by: Horizon agent <[email protected]>
Co-authored-by: Claude Opus 5.5 <[email protected]>
* Remove SMP daily coin cap on sales and payments
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
* Remove SMP daily per-item sale limit
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
* Allow immediate resale of SMP market purchases
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
* SMP 0.33.0: a 20% price floor carries what the daily caps did
With no daily sale caps, the market's moving price is what bounds a farm:
- min_factor 0.6 -> 0.2 (a config still on the old default gets 0.2 at load)
- an item's depth is at most 50 items a 1% (was up to 400), so the cheap
items farms make reach the floor within 10,000 sold; a family takes its
step from its cheapest member, so every member does
- tests: 10,000 of any item sold a minute at a time end at the floor and
bring under half their base value (diamond 21%, wheat 44%), and the price
comes back within a day; buying and selling straight back (no resale
delay) never earns, for every item traded both ways, 5 amounts, from a
fresh price, the floor and the cap (495 round trips)
- proof: 1,000 wheat sold over four minutes, 250 a minute, the price lower
after each sale
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* SMP proof: the cobblestone stack's comment for the new depth
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Codex gpt-6.1-sol <[email protected]>
Co-authored-by: Ludovic Marie <[email protected]>
Co-authored-by: Claude Opus 5.5 <[email protected]>
* smp: /rtp (/wild) to a random safe spot 500-5000 blocks from the spawn, 30 min cooldown
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* smp: /rtp draws until enough points fall inside a close border
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* smp: /rtp undo as a struct; rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* smp: /rtp proof (2 clients, flat world) and SMP_PROOF=rtp tick cost on a normal world; per-/rtp read cost in the log
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* smp: proof checks the /rtp landing with execute ... run say (block tags aside)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Claude Opus 5.5 <[email protected]>
Submitted by @tomasmendes01 through the form.
Submission: QMPtuLy0qMsJH6Y0KP2iDIvzdYTpPS0FOLtPdmcSYd8
Co-authored-by: tomasmendes01 <[email protected]>
Submitted by @tomasmendes01 through the form.
Submission: XSR34WRLB30OrdD_82S40jKedlhtfgeaXXKyxlVPyis
Co-authored-by: tomasmendes01 <[email protected]>
Submitted by @eltanschauung through the form.
Submission: kwCxRPKxqLPLNKKKt1Y3GT_vcpxGHQAPWgryPVRQq2s
Co-authored-by: eltanschauung <[email protected]>
* Add Visuality (visuality_horizon) 1.0.0, a native mod
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* visuality_horizon: 1.0.1 instead of 1.0.0 (reproducible stored package, lighter tick)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* visuality_horizon: 1.0.2 instead of 1.0.1 (bundle holds only .rs and .toml files)
---------
Co-authored-by: Claude Opus 5.5 <[email protected]>
* Add Held Item Info native mod listing
MIT source, pinned build and initial game validation are published in the linked repository.
Co-Authored-By: Codex <[email protected]>
* Pin Held Item Info 0.1.0 for per-version review
Co-Authored-By: Codex <[email protected]>
---------
Co-authored-by: Codex <[email protected]>
Co-authored-by: AltMugen <[email protected]>
Submitted by @repositorykreml1n through the form.
Submission: jEsjBlLxuH_fH0gi0d1ZaAgPL2A5TB4NH7laEwo_zpY
Co-authored-by: repositorykreml1n <[email protected]>
An operator of level 3 leaves the Tab list and world of every player below
level 3 (in any game mode), with no join or leave messages for them;
operators still see them. A subtitle stays on screen the whole time. Vanished
players aren't counted online, don't hold the night up, aren't announced
AFK, and can't be reached by name (/tpa, /trade, /coinflip, /playtime).
Kept in vanish.json. Needs horizon#7003 (native_hide_player).
Co-authored-by: Claude Opus 5.5 <[email protected]>
Co-authored-by: Ludovic Marie <[email protected]>
Operators of level 3 turn parts of the SMP off while the server runs,
by name or all at once (land protection only by name). A part off refuses
its commands and menu clicks and its timed work waits; nothing held is
lost. Kept in switches.json across restarts, logged and audited.
Co-authored-by: Claude Opus 5.5 <[email protected]>
Co-authored-by: Ludovic Marie <[email protected]>
The sidebar keeps the player's own block (name, balance, playtime, online)
and the address. /baltop still ranks the richest. board.top is ignored.
Co-authored-by: Claude Opus 5.5 <[email protected]>
Co-authored-by: Ludovic Marie <[email protected]>
* Update chatheads 0.1.1
Submitted by @Domanffe through the form.
Submission: m9iIfQyNTA6ee66EpcsIdlIFDTgx3mIakQro02chGVU
Co-authored-by: Domanffe <[email protected]>
* chatheads: fix the doubled icon URL and restore the name ChatHeads
The submission form pasted the icon URL twice and lowercased the name; the
in-game name is still ChatHeads.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Domanffe <[email protected]>
Co-authored-by: Claude Opus 5.5 <[email protected]>
Add the author's approved project page, icon and verified Minisign signature. Request maintainer staging because the web form rejects the submission origin.
Co-authored-by: GPT-6.1 Sol <[email protected]>
* Add customhud (Beautiful Day Counter), a native mod
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* customhud: list version 1.6.0 explicitly instead of repo
Every version of a native mod is reviewed, so the entry names its file
and SHA-256 rather than following the repository's releases.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Claude Opus 5.5 <[email protected]>
/spawn teleported to one fixed point, which on the anarchy server can sit in
a lava cast. After the tp it now runs vanilla's spreadplayers around the
spawn point with places.spawn_radius (default 250, like the live server's
respawn_radius), which picks a random column that is not fluid, fire or
magma and has solid ground, retrying until one is found. Warps, homes, /back
and /tpa are unchanged. Radius 0 keeps the exact point.
Refs #144
Co-authored-by: Claude Sonnet 5.5 <[email protected]>
Submitted by @VanishingTacos through the form.
Submission: MV28vLDz8HAq_j0ApAE1yIC4BXlLuoDRF8RWnRBpWkg
Co-authored-by: VanishingTacos <[email protected]>
Submitted by @repositorykreml1n through the form.
Submission: 9rPRCH2NULh3Iy5kRA1ctwN9shoKNDOc0jW7uTbaeNo
Co-authored-by: repositorykreml1n <[email protected]>
* Revert "Add crossversion 0.7.1 (#180)"
This reverts commit 7645804495: the listing
comes down while the mod's account handling is reviewed with its author.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* revoked: turn installed crossversion 0.7.1 copies off
Removing the entry stops new installs only; the revocation also turns
copies players already installed off, with the reason shown to them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* Keep the crossversion listing; the revocation alone takes 0.7.1 down
The registry refuses removing a listing ("take its files down in revoked.toml instead").
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Claude Opus 5.5 <[email protected]>
* voicechat-server: proximity voice chat on Horizon's own server
A native server mod (voicechat_server 1.0.0): the server half for voice chat
clients that speak Simple Voice Chat 2.6.x's protocol, such as azetech's
Complex Voice Chat. The handshake rides Horizon's mod messages on voicechat:
channel names; voices go over UDP through the server, sealed per player with
AES-128-GCM, to the players nearby in the same dimension or in the speaker's
group. A player without a voice client is never sent anything, and the UDP
port opens only when the first voice client asks.
The relay is a bundle crate (horizon-mixins 0.6.0): every native mod now pins
horizon-mixins d9c83d7, since native.py builds them with one, and package
includes a bundle's crates.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* voicechat-server: replay-proof re-authentication; packages carry LICENSE
- A secret belongs to the first address that authenticates with it: an
Authenticate copied and sent from another address is refused however long
the client was quiet (the 5 s move rule is gone). Exact replays are dropped
too: the last 64 control packets' nonces per player, and a 64-wide window
on voice packets' sequence numbers.
- A client the server stops hearing for 10 keep-alives gets a fresh secret
over the game connection (Complex Voice Chat 2.1.0 reconnects on any
voicechat:secret), keeping its group; the old key then opens nothing. So
a NAT that rebinds recovers without a rejoin (2.1.0 never re-sends
Authenticate after its ack, so the old move rule never helped it).
- Secret requests: one answer a second a player (more requests meanwhile
get one answer), the snapshot replaces what still waited. Group and state
changes 2 a second (burst 10). At most 512 messages wait per player.
- Client pings aren't echoed (the server never pings; SVC's server doesn't
echo either), and the relay thread never spins on a socket error.
- The glue lists the players on a message only when the sender is new, not
on every voice chat message.
- native.py package puts native/<mod>/LICENSE into the .hnmod as
mixins/<id>/LICENSE (Horizon's bundle reader accepts LICENSE* there); the
CI check requires it. Every native mod's package now carries its licence.
Tests: a_replayed_handshake_after_a_silence_moves_nothing,
a_client_the_server_stops_hearing_gets_a_fresh_secret,
repeated_secret_requests_and_group_changes_stay_bounded.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Claude Opus 5.5 <[email protected]>
rdbt's ask: /ah refused anything that wasn't a plain item. A listing now
carries the whole stack (enchantments, name, damage, lore, a shulker box's
or a bundle's contents, every component) as the game writes it in player
files (ItemStack.CODEC NBT, hex), through listing, purchase, auction win,
mail and returns, saved in economy.json in the same step as the money.
Given back with native_give_stack; what doesn't fit waits in the mail.
Taken only when it reads back equal; not market charts, nor stacks over
32 KiB of data. Creative players are still refused. Listings and mail from
0.30 (no `stack`) load unchanged and give plain items as before.
Co-authored-by: Claude Opus 5.5 <[email protected]>
* Add Motion Blur (native mod, levzzz5154/horizon-motion-blur)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* motion_blur: the registry's current entry format
source and a [[versions]] entry instead of repo; the file is in the
staging release as <sha256>.hnmod, as the submission form puts it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Claude Opus 5.5 <[email protected]>
rdbt: the zone around 0 0 should apply in the Nether and the End too.
Claims there are refused and dropped at start in every dimension.
Co-authored-by: Claude Opus 5.5 <[email protected]>
Operators asked for the land near spawn to be free for all: no one may
claim a chunk that touches the zone, and claims already there are dropped
at start, each logged. Off by default (0).
Co-authored-by: Claude Opus 5.5 <[email protected]>
* smp: simplify the economy, drop the tax code
No more VAT on auction sales, weekly land and wealth taxes, /taxes and
/eco taxes, tax on market trades or teleport fees. The Treasury stays
(fees and house edges in, operators' grants out) with /treasury, now in
its own small module. Old taxes/tax_percent/fees config keys are ignored
and owed land tax is forgiven.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* smp: remove the Treasury, the bank, jobs and futures, and every fee
Operators make money with /eco give <player> <amount> <reason> (everyone
reads it) and take it with /eco take. The auction listing fee and the
coinflip/lottery fee are gone. The casino's pot gets its float once, made
for it, then keeps the house edge.
A world from before this gets its bank savings and open futures margins
back at the first start; the Treasury, insurance fund, contracts and land
tax owed are dropped.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* smp: keep the casino's float mark in economy.json
The "pot got its float" flag lived in casino.json while the money went to
economy.json, so a lost or unreadable casino.json, or a crash between the
two saves, made up to 20,000 again on the next start. The mark now sits in
the economy's ext, written in the same file as the pot.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Claude Opus 5.5 <[email protected]>
Co-authored-by: Ludovic Marie <[email protected]>
/invsee on yourself stays refused (it would move stacks into the same
inventory); your own ender chest is a second container, so /endersee works.
Asked by bunchy7s (operator) on Discord.
Co-authored-by: Claude Opus 5.5 <[email protected]>
A book from before 0.29 quotes its history in the old mid of buy and sell
(diamond 250); the one price is 200. Scaled once at load (the book now
records its bases), so charts, 1 h/24 h moves, the news and the futures'
TWAP see no cliff; open futures positions get the same ratio on their
entry, so none gains or loses by it. Each minute's band opens at the
loaded price rather than at the base.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Ludovic: the market's buy and sell prices didn't make sense (diamond bought
for 400 and sold for 100, two numbers everywhere). Each item now has one
price, the geometric mean of the old pair (diamond 200, iron 15, wheat 2),
shown in /worth, /market, /shop, the chart maps and market.json (`price`;
`buy`/`sell` repeat it on the sides the market trades).
- A trade of N is priced along the curve it moves (each unit moves the log
price by 1%/depth): buying N and selling them back returns exactly what
was paid less the tax, for 1, 64 or past the band. Rounding goes against
the trader (up when buying, down when selling).
- Prices move as trades happen; all trades together move an item at most
5% a minute: past that a purchase is cut short and a sale keeps the
rest (flat pricing at the edge would let slow buying plus a flat dump
earn). At the 0.6/1.6 factor bounds the rest goes at the bound.
- Items linked by recipes share one moving price, a block moving it as its
9 ingots do; the vanilla-recipe test checks every item at the worst
drift too, and finds a block sold for its ingots once unlinked.
- The tax is its own receipt line ("Tax 2%: -12 coins. You get 583
coins."). Daily sell limits unchanged.
- A config with two prices gets one at load, logged ("one price now").
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A player whose net casino winnings today reach casino.daily_win_cap
(10,000, same as the loss cap) is refused new bets until 00:00 UTC, with
a message saying why. The round that crosses the cap is paid in full; a
blackjack double inside a hand already dealt is still allowed.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Selling up to the cap on alts and paying it all to a main bypassed the daily sell
limit (reported by pointofpressure). A /pay now checks the receiver's remaining
daily_sell_coins and is refused past it; a payment made counts toward it. Trades
and auction sales are unaffected.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
/casino opens a lobby menu; each game is a chest menu a stock client plays,
animated at most 5 pictures a second per open menu and only while a round
moves, with sounds, titles, the action bar, a boss bar for crash, fireworks
and a line for everyone on a jackpot.
- European roulette (2.70% edge), slots with a published paytable (94.2%
paid back), one shared crash round (96%), blackjack S17 3:2 (~1% edge).
- Draws by the server (ChaCha20 keyed from the system) before the
animation. Bet limits, a daily loss cap a player, a cooldown.
- Bets are held, then settled once through settle_pool into the casino's
pot (capped, never minted); hourly the pot above its float goes to the
Treasury (casino_profit), below it the Treasury tops it up (casino_float).
- Closing the menu or leaving never loses a round.
- casino.json: the day's ledger, wins, totals. proof_casino.py plays every
game on a real server with two clients.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Four contracts a day from farm, mine and mob produce; a delivery of 64 plain items
pays the market's sell price +30%, never over 90% of its ask (rechecked at
delivery), from the Treasury. 8 deliveries a contract, 2 a player a day, at most
10% of the Treasury a day, survival/adventure only.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
/eco stats: the supply and where it sits, what the server made and destroyed
today (new per-kind flows in economy.json), the day's taxes, Gini and top-10
share. At 00:00 UTC everyone reads the day before; 60 daily snapshots kept in
ext.report. web/economy.json once a minute, written off the tick thread, with
every Treasury movement and the tax code, for /hub.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Deposits wait in the `bank` pool; interest 0.1% a day on up to 10,000 coins,
paid at 00:00 UTC from the Treasury on the day's lowest amount (no
deposit-before-midnight trick), at most 5% of the Treasury a night, pro rata.
At most 25,000 saved. The wealth tax counts savings. No loans.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Teleports cost a fee (home 5, warp 10, back 10, tpa 10, spawn free), checked when
the command runs and paid to the Treasury when the teleport happens; one called off
costs nothing and keeps /back and the cooldown. The daily reward waits for 10
minutes of play that day (moving or commands), so alts that only log in get
nothing. Proof: fees and delay off to keep its sums; config_keys gets `auction`.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Players sell to players: fixed-price listings or timed auctions, browsed
in a chest menu by category (or a search), cheapest a unit first.
- Listing fee 1% (min 1 coin) and 5% VAT on each sale go to the Treasury.
- Listed items leave the inventory at once; unsold ones, auction wins and
what didn't fit come back by mail (/ah claim, or the menu's mail page).
- A purchase is one step under the SMP's lock: the listing leaves first,
so of two buyers at once the second finds it gone.
- Bids are held in the `auction` pool; the outbid get theirs back at once;
a bid in the last 60 s moves the end back to 60 s; offline sellers are
paid and get a note when they're back.
- Listings, bids, mail and notes are written in economy.json with the
money (ext.auction): a crash can't split items from coins.
- Plain items only until native_give_stack is stamped.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every tax, fee and house edge now goes into a Treasury pool kept in
economy.json with the balances; operators pay only from it, with a reason
everyone sees (/treasury pay, logged as `grant`). /eco give, /eco set and
/eco give * are gone: nobody can make money, operators included. /eco take
moves a cheat's gains into the Treasury.
- smp_economy: system pools (`pools`: treasury, insurance, casino...),
to_pool / from_pool / pool_move / settle_pool, each one audit line; the
Treasury's income and spending by kind (today, all time) and its last 50
movements; `ext` for other parts' state written in the same step as the
money. award()'s fee goes to the Treasury.
- smp_tax: the tax code (VAT 5% for the auction house, land tax 5 coins a
week per chunk past 4, wealth tax 1/2/3% above 50k/250k/1M a week),
collected on Monday 00:00 UTC (an O(1) check each second), unpaid land tax
owed and blocking new claims; /treasury, /treasury log, /eco taxes,
/eco taxes pay.
- proof: funds players from a seeded Treasury instead of /eco give, and
checks /treasury, /treasury log, /eco taxes and the refusals.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Review fix by Ludovic's AI agent (Claude): the nose guns and beams blow up
blocks when blasting is on (off by default), and the ship is kept in the
world's folder (astral_cruiser/ship.json).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Submitted by @repositorykreml1n through the form.
Submission: aXw6Cm5ItBnfJZ5XYEO0w5xfcjfLs6I5Vvv5h9vqr6M
Co-authored-by: repositorykreml1n <[email protected]>
Submitted by @repositorykreml1n through the form.
Submission: CCBrVRl_Te6V2LQUa8oSqf6mTpFOgWk62yydwskMFw4
Co-authored-by: repositorykreml1n <[email protected]>
"Settings → Game → Native mods (experimental)" no longer exists. The launcher builds
native mods from the Mods page (Build on the native build row); the game lists and
toggles them under Options → Mods. Prose only: no sha256, file or version changes.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
rdbt (Team moderator) reported /nick abuse on the official server. Nicknames now:
- show as ~name in chat, the Tab list and the sidebar;
- are compared case-insensitively, with _ dropped and look-alikes folded (0/o, 1/i/l, 3/e...);
- are refused when equal to, or containing, a known player's name (economy accounts, usercache.json), an
operator's, a Team member's (nicks.protected) or another player's nickname, or when they read as a reserved
word (server, console, admin, mod, owner, staff, op, horizon, kira, notch, mojang, herobrine...);
- need nicks.min_playtime_minutes (60) of play first, operators excepted; the chat filter and cooldown stay;
- that break these rules are taken off at start, each logged.
/pay, /tpa, /trade, /playtime, /tpaccept, /tpdeny and /eco take a nickname where they take a player's name;
/nick alone says how to take it off. The proof covers each rule end to end.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Title "Horizon SMP": the player's name (their nickname if set), balance,
playtime and the players online; then the three richest; then the
server's address (board.footer, play.playhorizon.dev). The ranking is still
built once for everyone, on a balance change or every refresh_seconds; the
players' own lines are looked at on the same refresh_seconds and sent only
where they changed (and to newcomers). 0.13's untouched defaults (Richest
players, top 10) move to the new ones. Feedback from rdbt (Team moderator).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
/nick <name> and /nick off for players, /nick <player> <name|off> and
/realname <nick> for operators. The nickname shows in chat and the Tab list
(horizon API 62: native_set_nickname), the hover keeps the real name, and
the log, the anticheat and Discord keep the real one. Rules: 3-16 letters,
digits or _; never a known player's name, an operator's or another
player's nickname; through the chat filter (native_text_allowed); a
10-minute cooldown. Saved in world/horizon-smp/nicks.json.
Also: the redundant 'eco give * <amount>' literal is gone (the engine left
it out: '*' isn't a command word; <player:word> takes it).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
MOD-POLICY gets the licence rule reviewers already follow: a new project or
a new version needs source under a permissive licence (MIT, MIT-0, BSD,
0BSD, Apache-2.0, ISC, zlib, Unlicense, CC0) or a written grant to the
Horizon reviewers. classic_zoom, distant_horizons, fly_speed and serverify,
listed before, stay as they are until their next version.
The README no longer promises owner updates without a review: every version
of a native mod runs with the player's account permissions, so a reviewer
reads it first.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The description started with the form's paste instructions; the version
was "panorama-1.0.0" (the pack's own version is 1.0.0); the launcher reads
icons from icons/<id>.png.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The entry's icon URL pointed at the repository's old name; the launcher
reads icons from icons/<id>.png.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- /shop: the market as a 6-row chest menu: categories (config.json `shop`), a click buys one, a shift-click 64,
a click on a stack of yours sells it, "Sell all"; balance, today's limit and help in the bottom row. Through the
market's own rules; items move by the console's clear/give, measured before and after.
- Market: buy always dearer than sell (else the sale closes), no recipe chain makes a sold item for less than it
sells (smp_recipes, Bellman-Ford over the recipes; the tests walk every vanilla recipe when the data is there),
daily limits per player (2,000 coins, 640 of each item, market.json), checked arithmetic, item ids validated.
- 56 default prices in 7 categories; a config still holding the 18 old defaults gets the new ones.
- /money give|take|set (= /eco), /eco give * <amount> for everyone on; recipients are told; all logged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A new presence module, looked at once a second: a player's first join is
announced and they read the welcome and the rules; each player gets a
daily reward (logged as daily_reward); a player who doesn't move, turn
or run a command for afk_minutes, or types /afk, leaves the sleep count
(native_sleep_ignored) until they move; and a player runs at most
spam_commands SMP commands in spam_seconds. All in config.json's
presence section.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
/back returns to where the player died or where their last teleport took
them from, with the same warmup and cooldown. /playtime reads the time
played that places already counts. /claim show draws the chunk's border
with dust particles for 10 s, to that player only, coloured by whose
land it is.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The sidebar lists the top 10 balances and the player's own rank and
balance; it is built again when a balance changed (at most every 5 s) or
every minute, and sent only to the players whose lines changed. /sidebar
off hides it, kept in board.json. The Tab list shows the server's name,
its TPS and the players on, every 5 s. An idle tick now costs a counter:
the SMP's work runs once a second, or each tick only while a teleport
warms up, a trade is open or a command's changes wait to be written.
On hooks API 43 (native_sidebar, native_tab_list, native_tick_stats). 0.9.0.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The owner retires it: 0.1.1 needs an old launcher inventory feed and the game's own Mods screen now does the same job.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On Horizon's API 22 hook points: a fluid or fire never spreads into a
claim from land of another owner (or of a player they don't trust), a
piston never pushes or pulls blocks into one, explosions spare claimed
blocks whoever lit them, buckets are guarded where they fill or empty, and
the claim's frames, armor stands, paintings, vehicles and animals
(`claims.protected_entities`) take no blows from untrusted players. The
spread and piston hooks read the open claims without allocating and never
wait on the SMP's lock. The proof adds a world_guard step on the dedicated
server, with controls outside the claim; the claims step no longer fails
when grass spreads onto its dirt. 0.8.0.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A player claims the chunk they stand in; only they, the players they
trust and operators break or right click blocks there
(native_destroy_block, native_right_click_block), told on the action
bar (native_action_bar, API 16). Chunks a player may hold grow with
the time played, counted by places. claims.json, written atomically.
Proved on a dedicated server: a lever, a dirt block and a placement
refused to Steve in Alex's chunk, then allowed once trusted.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#3996's block entities took API 15 on main: horizon#4610's hooks are 16.
say() polls for the command's answer instead of a fixed 1.5 s, which a
busy machine outran.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Teleports wait a warmup that a move or a hit calls off, then run vanilla's
tp as the server (native_run_command, API 15), so they cross levels.
Homes grow with the time played here, counted by the mod. places.json
holds the spawn, warps, homes and time played, written atomically.
Proved on a dedicated server with two clients: home from the Nether,
called off by a move and by damage, /tpa, warps, operators only.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A sync_data on every server tick, even with nothing appended, cost about
2.8 ms of MSPT with 55 bots on the Mac mini.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The server buys and sells vanilla items at config.json's market prices
(a starting list the owner edits): plain items only, players in
survival or adventure mode only. Items move first, then money, both in
the audit log; a sale the log refuses gives the items back, a purchase
checks money and room first. Needs hook points API 9 (the acting
player's items). config.json is written again when a version adds keys.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The official server's SMP, opt-in: not listed in the registry, built only
into the official server's engine. Balances by UUID in
world/horizon-smp/economy.json (written atomically, at most once a tick),
an audit line per change written before it, config.json with defaults.
Hooks only Horizon's hook points (API 8: server commands and players).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
0.3.0 is the WebAssembly mod rewritten as a mixin bundle, so the entry
turns native-mod once (docs/native-mods.md). Its two .hmod versions stay
as they are. The bundle itself is not in staging yet.
The entry points at raw.githubusercontent.com, which the launcher refuses: it
fetches project images only from Modrinth's and CurseForge's CDNs and this
registry's Pages (launcher/src/browser/images.rs, HOSTS). So Blockscope has
shown no icon in the launcher's Mods page while every registry icon does.
icons/blockscope.png is the mod's own 256x256 RGBA icon, the size the other
icons here use, and the entry now names the Pages URL the publish workflow
serves it from (publish.yml copies icons/ to the site root).
Checked: https://horizon-rust.github.io/horizon-mods/icons/biomecompass.png
answers 200 image/png, while icons/blockscope.png and icons/zoom.png (a mod
with no file here) answer 404, so the URL is live only once the file is.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
The entries pointed at raw.githubusercontent.com, which playhorizon.dev's
img-src and the launcher don't load. The same 256x256 PNGs now live in
icons/, as coords_hud's does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The WebAssembly SDK's example mod, ported to a horizon-mixins bundle in
native/coords-hud: the position and facing box in the top left, /where and
/coords, and a Shown setting that /coords now keeps. The time of day line is
gone: the hook points don't give the game's clock yet. Tested on Nightly
4baa571, alone and with the five other native mods; the proof drives the
built game.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The four official entries switch from `mod` to `native-mod`, each with a
2.0.0 `.hnmod` built from native/<name>/ and pinned to Nightly 6f8c7a0
(nightly-source/2026-10-28-6f8c7a0), the first Nightly with the native
hook points v1 and the on/off from Options > Mods. Their 1.0.0 `.hmod`
stays published; the index lists only 2.0.0, and the launcher keeps a
player's installed `.hmod` until a native build has the mod. Settings
carry over: the same files and keys.
Recipes stays on 8f91683 (hook points v2) until a Nightly ships them.
native.py now builds mods pinned to different commits on the pin of the
mods that need the most hook points, as the launcher does, so `together`
checks the whole set without --horizon.
Co-authored-by: Claude Opus 5.5 <[email protected]>
* Recipes as a native mod (native/recipes, hooks 2)
Horizon's official Recipes viewer, ported from the WebAssembly mod to a
horizon-mixins bundle on the native hook points, API 2: the item panel
beside container screens, search (#tag, @namespace), recipes and uses per
station, + to fill the crafting grid, and "Click gives items" in creative.
It keeps the WebAssembly mod's setting file (give) and keys
(key.recipes.recipe, key.recipes.uses), and rests when turned off in
Options > Mods.
The viewer is runtime.rs (also the crate's library, with its tests); the
game's tables and panel events go through glue.rs, a second module.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* Native mods: pin all five to Horizon 8f91683 (hook points v2)
Zoom, FPS Counter, Keystrokes, Minimap and Recipes all name the commit
they were tested on: main after horizon-rust/horizon#3435, which brought
hook points v2 (the item panel and recipe tables). One commit for all of
them, so the `together` job builds the set without --horizon. The four
older mods still need only hooks 1.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Claude Opus 5.5 <[email protected]>
Each official mod checks `native_on` (horizon-rust/horizon#3346) first in its
HUD, minimap, key, wheel and zoom hooks, so turning it off in Options > Mods
takes effect at once; the launcher's next build leaves it out. Pinned to
Horizon 01d0f45, which has the helper.
Co-authored-by: Claude Opus 5.5 <[email protected]>
Horizon's own native mods (zoom, fps-overlay, keystrokes, minimap) were one
repo each; they now live here under native/<name>/ with their history.
native/tools/native.py builds, packages and proves any of them, alone or
together; native.yml checks each changed folder (fmt, clippy, tests, the
.hnmod, the game with it applied), every mod together, and every Monday all
of them on the newest Nightly. Pinned to Horizon 1149c92 (hook points v1).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Port of Horizon's official WebAssembly mod to a horizon-mixins bundle,
keeping its settings files. Unit tests, a .hnmod packager, a native
check against Horizon by commit and an offscreen proof (tools/).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Port of Horizon's official WebAssembly mod to a horizon-mixins bundle,
keeping its settings files. Unit tests, a .hnmod packager, a native
check against Horizon by commit and an offscreen proof (tools/).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Port of Horizon's official WebAssembly mod to a horizon-mixins bundle,
keeping its settings files. Unit tests, a .hnmod packager, a native
check against Horizon by commit and an offscreen proof (tools/).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Port of Horizon's official WebAssembly mod to a horizon-mixins bundle,
keeping its settings files. Unit tests, a .hnmod packager, a native
check against Horizon by commit and an offscreen proof (tools/).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Third-party projects are made and owned by their authors, not by the
Horizon project; listing is not endorsement. Authors confirm their right to
publish (ports included), and rights holders get a takedown form.
Co-authored-by: Claude Opus 5.5 <[email protected]>
The repositories moved from ludovic111 to horizon-rust. GitHub redirects the
repository URLs, but not GitHub Pages: the index now lives at
https://horizon-rust.github.io/horizon-mods/. The build passes --site so icon
URLs use the new address without waiting for a new cargo-horizon-mod.
Co-authored-by: Claude Opus 5.5 <[email protected]>
Ludovic asked for his top three contributors by merged pull requests: kacpherek, rdbtCVS and Online5277.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Ludovic's decision (2026-10-27): the three trusted contributors approve submissions; /.github/ and revoked.toml
stay his.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging (as #4–#7, the official mods). The registry check passes with the checker moved to main (0c7f6b7f0), the file is byte-identical to #2446's build, and the mod's e2e passes in all five modes on main.
publish.yml runs every hour as well as on merges. It sums GitHub's
download_count of each version's release asset into the project's
`downloads` field of index.json, which the launcher and playhorizon.dev/mods
show.
publish and check keep `files/` in the Actions cache, so CI doesn't fetch
every release asset again on each run (each fetch counts as a download).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The FPS counter and Keystrokes extras as mods, built from Horizon's main
at 5bcc87983 (mods/official/fps-overlay, mods/official/keystrokes).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- mods/coords_hud.toml: the SDK's example mod, MIT, built from
crates/horizon-mod-sdk/examples/coords-hud in Horizon.
- check.yml: a pull request's changes, each new file's checks and a trial
run in the sandbox, the index it would publish (cargo horizon-mod from
Horizon at HORIZON_REV).
- publish.yml: on main, new versions become releases, index.json and the
icons go to GitHub Pages.
- cleanup.yml: staging copies nobody needs, weekly.
- CODEOWNERS, the report form, the pull request template, revoked.toml.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:01:10 +01:00
276 changed files with 35515 additions and 9 deletions
**Updates** come the same way: the form adds a version to your entry. Only an entry's `owners` publish its updates
without a reviewer's extra look. A published file never changes: publish a new version.
**Updates** come the same way: the form adds a version to your entry, and a reviewer reads it before it is
published. Only an entry's `owners` can add versions, and every version of a native mod is reviewed, owner or
not: its code runs with the player's account permissions. A published file never changes: publish a new version.
**Signing** is optional and recommended: put your [minisign](https://jedisct1.github.io/minisign/) public key in your
entry, and every later version must be signed with it, so nobody else can publish an update in your name.
## Report
Something wrong with a project? [Report it](../../issues/new?template=report.yml). A project that does harm is taken
Something wrong with a project? [Report it](../../issues/new?template=report.yml). Your work published without your
permission? [Ask for a takedown](../../issues/new?template=takedown.yml) ([mod policy](MOD-POLICY.md)). A project that does harm is taken
down in [`revoked.toml`](revoked.toml): the launcher then refuses it and turns installed copies off, telling players
why.
@@ -50,11 +65,32 @@ why.
| `.github/workflows/check.yml` | A pull request's checks |
| `.github/workflows/publish.yml` | On merge: releases, then `index.json` on Pages |
| `.github/workflows/cleanup.yml` | Weekly: staging files nobody needs any more |
| `.github/workflows/native.yml` | Horizon's native mods: each changed one's tests, `.hnmod` and game check, all of them together, and weekly on the newest Nightly |
| `native/<name>/` | Horizon's own native mods (Zoom, FPS Counter, Keystrokes, Minimap, Recipes, Coordinates HUD): the source of their `.hnmod` files |
| `native/tools/` | Shared by them: apply on Horizon, check, build, package, prove (`native/tools/native.py`) |
| `scripts/` | What the workflows share |
The format of the entries and of `index.json` is
[docs/api/mod-index.md](https://github.com/ludovic111/horizon/blob/main/docs/api/mod-index.md) in Horizon's repository;
[docs/api/mod-index.md](https://github.com/horizon-rust/horizon/blob/main/docs/api/mod-index.md) in Horizon's repository;
the checks are `cargo horizon-mod check` and `cargo horizon-mod registry`, from Horizon at the commit in the
repository variable `HORIZON_REV` (else `main`).
The index: `https://ludovic111.github.io/horizon-mods/index.json`.
The index: `https://horizon-rust.github.io/horizon-mods/index.json`.
## Horizon's native mods
`native/<name>/` holds the source of Horizon's official mods, as
[horizon-mixins](https://github.com/horizon-rust/horizon-mixins) bundles on Horizon's native hook points
([docs/native-mods.md](https://github.com/horizon-rust/horizon/blob/main/docs/native-mods.md)). Each folder keeps the
history of the repository it came from. A mod builds on any Horizon whose hook points are at least the version its
`compatibility.json` names; `horizon_revision` is the commit it was last tested on. `smp` and `voicechat-server`
are server mods, built into the official server's engine (see their READMEs).
```sh
python3 native/tools/native.py check zoom # apply on the tested Horizon and cargo check the game
python3 native/tools/native.py check all # every native mod together
python3 native/tools/native.py package all # native/target/<id>-<version>.hnmod, for a registry entry
summary="Hold right click with a block and every new spot you look at gets one, however fast you move."
description="""
Placing blocks fast is all about timing: vanilla places a block every four ticks while you hold right click, so moving fast skips spots and moving slowly stacks extra blocks. **Accurate Block Placement** times it for you: hold right click and every *new* spot you look at gets a block at once.
- **A new spot, a block**: bridging, building walls and floors, or sweeping along a row; no spot skipped, however fast you move.
- **No extra blocks**: staring at one spot places nothing more.
- **A single click stays a single block**: right after the click it waits as vanilla does, unless you turn the view.
- **Building backwards**: walking backwards while placing toward yourself places one block per step.
- Doors, chests, buttons and other blocks you click still work as usual.
**Settings** (Options > Mods > Accurate Block Placement): turn it on or off, bind a key to toggle it (unbound by default), and choose whether it works on servers.
Some servers see fast, accurate placing as a cheat: check their rules, or turn "Allowedonservers" off.
A port of [Accurate Block Placement: Reborn](https://modrinth.com/mod/accurate-block-placement-reborn) (MIT) by Clayborn, Flourick, schwar and KadTheHunter, rewritten in Rust for Horizon."""
summary="A huge pilotable starship with a walkable interior, lasers, dash and live portals between dimensions."
description="""
A huge starship you fly yourself, with a large walkable interior that moves with it.
- **Flight:** WASD with the ship following your view, and F5 views including the ship's own.
- **Weapons:** turrets, nose guns and two beams.
- **Travel:** coordinate dash and jump. Long dashes show only a small strip of far terrain around the ship.
- **Portals:** a portal shows the real destination dimension live, and you cross it aboard or on foot.
- **Start:** `/astral spawn`, then `/astral board`. N opens the control panel; keys are in Options > Mods > Settings.
**What it does as a native mod.** It is compiled into the game with no sandbox. It changes the game's rendering, ticking and chunk loading for the ship and portals, and registers a thread-exit callback in builds made with MinGW so the allocator frees finished threads' memory.
**What it does not do.** It adds no network access of its own beyond the game's own, and it reads no accounts or files outside the game's data. It keeps the ship in the world's own folder (`astral_cruiser/ship.json`). It holds no Minecraft code or assets.
Weapons hurt the mobs they hit. With blasting turned on in the control panel (off by default), the nose guns and beams also blow up the blocks they hit. Portals can hang in the air, so a player on foot falls if there is no ground at the exit, including into the End's void.
Built for this Horizon commit only: `68ac6f647e7022b2c696e81863d7cface28c9416`."""
summary="A visual HUD editor with 14 customizable widgets, recent pickups, effect timers, durability, coordinates, FPS and a customizable Tab list."
description="""
A client-side visual HUD for Horizon. Move, resize and style fourteen independent widgets directly over the game.
Includes effects and timers, consumable counts, durability, observed totem uses, available player health, item cooldowns, coordinates, FPS, ping, speed, CPS, world clock, mini armour and recent item pickups.
Recent pickups aggregates matching items and refreshes their expiry: 4 torches + 2 torches becomes x6. Five seconds by default, adjustable from 1 to 60 seconds. Includes icon + count mode.
Customize each widget's position, scale, colours, opacity, padding and shadows. Includes a customizable Tab list and ten interface languages. A short tutorial appears on the first settings visit and can be replayed with ?. Reset requires confirmation; leaving with edits offers Save / Discard / Stay.
Controls: Right Shift, or Options > Mods > The Basic HUD > Settings > Edit HUD.
Install the .hnmod through Horizon and choose Performance. Minecraft 26.3; pinned Horizon 68ac6f647e7022b2c696e81863d7cface28c9416. Compatibility with other Nightlies is not claimed.
Client-side only: unknown health stays unknown, unobserved totem uses cannot be counted, and server-plugin-only cooldowns are unavailable. No FPS improvement is claimed.
Release notes and verification: https://github.com/repositorykreml1n/the-basic-hud/releases/tag/v0.5.0"""
- New movable widget for recently collected items: pick up 4 torches, then 2 more before expiry, and it shows x6. Each repeat pickup refreshes that item's timer.
- Default display time: 5 seconds; adjustable from 1 to 60 seconds.
- Partial pickups count only the amount that fits. Giving, crafting and inventory rearrangement do not by themselves create entries.
- New pixel-art totem icon; new labels translated into all ten interface languages. Existing layouts and settings are preserved.
Verified: 75 strict Rust test executions, warning-free pinned native build, real in-game aggregation/expiry/partial-pickup checks, editor persistence and ordinary startup without a controller.
Русский: добавлен блок недавнего подбора с суммированием количества, обновлением таймера и настройкой 1–60 секунд (по умолчанию 5). Новая иконка — тотем.
Deutsch: Neues Widget für aufgehobene Gegenstände mit addierten Mengen und einstellbarer Dauer von 1–60 Sekunden.
Français : nouveau widget des objets ramassés, quantités cumulées et durée réglable de 1 à 60 secondes.
Español: nuevo widget de objetos recogidos, cantidades acumuladas y duración ajustable de 1 a 60 segundos."""
- Ten UI languages plus Auto; first-visit tutorial, replay through ?.
- Reset confirmation; Save / Discard changes / Stay on leaving with edits; failed-save recovery.
Pinned to Minecraft 26.3 / Horizon 68ac6f6. Use the Performance build profile on Windows; Dev can overflow the startup stack on this baseline. No compatibility with other Nightlies or FPS gain is claimed.
Validated: 67 Rust test executions, native build, isolated gameplay/editor tests, restart persistence and ordinary asynchronous startup.
Full notes (English + Russian, Ukrainian, German, French and Spanish summaries): https://github.com/repositorykreml1n/the-basic-hud/blob/main/CHANGELOG.md"""
summary="Craft a Biome Compass, pick a biome and its needle points to the nearest one."
description="""
**A native Horizon mod**: the launcher builds it into the game (install it on the launcher's Mods page, then press Build there). Native mods are not sandboxed and run with your account's rights, so read the source before you build it. Pinned to Horizon 142388e and horizon-mixins 0d6b103.
Craft a **Biome Compass** (a compass with a sapling on each of its four sides, any kinds), right-click it and pick a biome from the list (with a search box). The world generator is searched around you, a little every tick, and the compass's needle then points to the nearest one, with its distance and direction on the action bar.
- Works in single player, on LAN and on a server running the native build, for vanilla clients too (the picker is a vanilla dialog).
- `/biomecompass find|list|status|stop|tp` as well; a small HUD box is optional.
summary="The block under your crosshair: its name, id, distance and icon, plus hardness, states and a container's slots."
description="A Jade-style tooltip for Horizon: the block under your crosshair with its name in your language, block id, distance and icon, plus its hardness and the tool it wants, its state properties, a crop's growth and, for a container, its slots. Ten switches on its own settings page."
changelog="Rebuilt on the 2026-11-01 Nightly (Horizon `4aa6854`). All five hook points are named now — `mods`, `settings`, `settings_click`, `hud`, `tick` — so the bundle still applies when the game moves them."
changelog="Native: the WebAssembly mod rewritten as a mixin bundle for the launcher's native mods, with hardness and the tool's icon, block states, crop growth, a container's slots and a creature's health, each on its own switch. Its settings carry over from 0.2.0."
summary="Sneak and right-click with an empty hand to pick up a chest (with its items) or a small mob, carry it and put it down."
description="""
**A native Horizon mod**: the launcher builds it into the game (install it on the launcher's Mods page, then press Build there). Native mods are not sandboxed and run with your account's rights, so read the source before you build it. Pinned to Horizon 142388e and horizon-mixins 0d6b103.
Sneak and right-click with an empty hand to pick up a block with its contents (chests, furnaces, barrels...) or a small, friendly mob, and carry it; right-click to put it down where you want, with everything it held.
- Slowness while carrying; a small HUD box shows the load.
- Never an item: nothing to duplicate. On death the load is put down nearby, or dropped as its item with its contents.
- Follows the game's rules: spawn protection, world border, reach, adventure mode, game master blocks; no pick-up of a container someone has open, a mob being traded with, a monster, a boss or another player's pet. Spawners and similar are denied by default.
- Deny lists, survival/creative rules and slowness are settings (Options → Mods → Carry Block).
Inspired by [Carry On](https://modrinth.com/mod/carry-on); not affiliated, no code from it."""
ChatAnimationHorizon brings smooth chat animations to Horizon, recreating Ezzenix's Chat Animation mod. New chat messages slide and fade in instead of popping onto the screen.
Features
- Messages animate in smoothly when they arrive
- Works with the game's normal chat, no setup needed
Notes
- Native Horizon mod, built from source by the launcher.
- Based on Ezzenix's Chat Animation (MIT licensed), recreated for Horizon.
summary="A player's head left of every chat line they wrote."
description="Each chat line from a player gets their 8x8 skin face in the strip to its left; lines without a player stay as they are, and the face fades with its line. The switch lives in Options > Mods."
changelog="Rebuilt on the 2026-11-01 Nightly (Horizon `4aa6854`). The three hook points it shares — `mods`, `settings`, `settings_click` — are named now instead of pinned to raw source targets, so a Horizon update that moves them no longer breaks the bundle."
changelog="First release: a native mod for Horizon 26.3. Every chat line from a player gets their 8x8 skin face in the strip to its left; system lines, /me and wrapped continuations get none. Settings in Options > Mods."
summary="Cut one log and the whole tree tips over, crashes down and breaks apart, with soft vanilla sounds and particles."
description="""
Cut one log with an axe: the whole tree tips over like a real falling tree, crashes to the ground, and breaks apart from the base to the top in little pops. Everything is made of vanilla sounds and particles: no resource pack.
- **The log shakes while you cut it**, then pops when it gives way.
- **A physical fall**: the trunk drops onto the stump, creaks, tips over with gravity and stops where it meets the ground. Leaves in the way are crushed.
- **Falls in front of you**, within an adjustable angle, toward the clearest side.
- **A cute break-up** from the base to the top, with clouds, sparkles and hearts.
- **Replants a sapling** of the tree's kind (from its loot, or always).
- **Chain reactions**: a falling trunk can knock over the next tree.
- **Adjustable damage**: hurts monsters by default; animals, allies and players are spared unless you turn them on.
- Vanilla loot (Fortune, Silk Touch), honest axe wear, fall preview, shaking trees with an empty hand, giant mushrooms and Nether fungi, angry bees, birds, apples, biome-tinted leaves, optional loot into your inventory.
- **Everything is configurable in game**, with commands or by clicking in the chat: `/chop config` (operators), `/chop perso` (each player's sounds, particles and preview), `/chop stats`, `/chop aide`. The menus are in French.
**What it does and doesn't do.** It runs server-side, where the world runs: players who join install nothing. No network access, no telemetry, never runs a program. It reads and writes one file, `<world>/data/chop.txt` (settings, stats, player-placed logs). It only touches trees, the sapling it replants, its own `block_display` entities and what a falling tree hits. Besides the game's functions, it runs a few vanilla commands as the server: `kill` on its own tagged displays, `item modify` for the axe's wear, `damage` on a player the tree hits (off by default), and `summon item` / `setblock … keep` for loot and replanting when the tree is in another dimension.
Native source mod: install it on the launcher's Mods page, press Build there, and confirm the native-code warning. The launcher builds a separate game with it, and it runs with your account's permissions. Each version is pinned to one Horizon Nightly and Horizon Mixins revision, named in its changelog; the launcher builds those exact revisions.
Original mod by Mayonesu0. All rights reserved, except the grants in its [LICENSE](https://github.com/Mayonesu0/chop/blob/main/LICENSE): players may use it unchanged, Horizon's registry may distribute it, and Horizon's reviewers may read it to review it."""
changelog="First release (1.0.0 was never published: its package carried a LICENSE file the registry's checker refuses; the code is the same). Pinned to Horizon Nightly 2026-11-01 (c9d474d) and Horizon Mixins ddd9700; the launcher builds those exact revisions."
summary="Hold V to zoom 3x, scroll for more, release to snap back. Instant, no settings, inspired by WI Zoom."
description="""
## Controls
| Action | Result |
|---|---|
| Hold **V** | Zoom in 3x |
| Scroll while holding V | Zoom from 1x to 10x, x1.1 per wheel step |
| Release V | Back to normal view at once |
While V is held, the mouse wheel zooms instead of switching hotbar slots, and turning slows down in step with the zoom so aiming stays steady. Rebind the key on the mod's page in Options > Mods.
## How it differs from Horizon's own Zoom
| | Horizon Zoom | Classic Zoom |
|---|---|---|
| Default key | Z | V |
| Starting zoom | 4x (configurable) | 3x |
| Range | 1.25x to 10x | 1x to 10x |
| Wheel step | x1.25 | x1.1, finer |
| Transition | Smooth by default | Instant |
| Settings page | Yes | None |
Both can be installed at once: they use different keys.
## Notes
- Horizon caps zoom at 10x, so there is no 50x as in WI Zoom.
- Written from scratch for Horizon's mod API. Not affiliated with Wurst-Imperium.
- Some servers forbid zoom mods: check the rules before you join.
**Now a native mod (2.0.0)**: the launcher builds it into the game (install it on the launcher's Mods page, then press Build there). Native mods are not sandboxed and run with your account's permissions, so read the source before you build it: it is one small bundle on Horizon's native hook points (key, wheel, zoom, mods list). Tested against Horizon `6f8c7a0e5d531d3834c4d0be4659a1db8e7e5c2a` with Horizon Mixins `0d6b103c70633d8fd9443d8d0acd3aadaacedb06`. A key set in 1.0.0 carries over.
Source and issues: [github.com/SU4G3/classic-zoom](https://github.com/SU4G3/classic-zoom)"""
changelog="Now a native mod (WebAssembly code mods are going away). Same zoom: V by default, 3x, x1.1 per wheel step within 1x-10x, instant, slower turning while zoomed; a key set in 1.0.0 carries over. Pinned to Horizon 6f8c7a0 and Horizon Mixins 0d6b103."
ContinuityHorizon brings Continuity-style connected textures to Horizon. Neighbouring blocks of the same kind join up into one seamless surface instead of showing a border on every block.
What it connects
- Glass and glass panes
- Bookshelves
- Sandstone
Notes
- Works with the game's own textures; no resource pack needed.
- Native Horizon mod, built from source by the launcher.
- Inspired by Continuity (MIT licensed), recreated for Horizon.
changelog="Native: built into the game by the launcher on Horizon's native hook points; /coords is kept; turn it off in Options > Mods. The time of day line is gone for now."
summary="Build rotating machines and small factories in Horizon with gears, belts, presses and fans."
description="""
An experimental Rust port of [Create](https://github.com/Creators-of-Create/Create).
- Drive machines with water wheels, hand cranks or a Creative Motor.
- Route power through shafts, gears, gearboxes, clutches and encased chain drives.
- Move items on basic belts and depots. Press sheets, mill ingredients, mix in a Basin or process items with a fan.
Install it as a native mod in Horizon Launcher and build the instance. It uses simple built-in models and standard Minecraft textures out of the box.
**The original models and textures require the original Create 6.0.10 JAR for Minecraft 1.21.1 (NeoForge).** Place one copy in the instance's `horizon-mods/create-resources/` folder and restart Horizon. The JAR is optional and resources are imported locally. [Supported JAR](https://modrinth.com/mod/create/version/UjX6dr61)
Moving contraptions, trains and Ponder are planned. [Setup and compatibility](https://github.com/Delete228/create-horizon)"""
First experimental registry submission for Minecraft 26.3. This build includes kinetic transmission, basic belts, depots, pressing, milling, Basin recipes, fans and stationary drilling. Built-in models use standard Minecraft textures. The optional original JAR is supplied by the player.
Horizon is pinned to `9c7f9b2215dfed497aba5522c44f38926628648d` and Horizon Mixins to `e8cd0aa38cffef49cb2e088ef716baa107148c02`. The macOS ARM64 Launcher 0.2.42 Performance build completed after restoring a truncated source download. The player verified the built-in appearance and the original resources in that profile.
Changelog: The MIT notice now ships inside the .hnmod (it is the header of the bundled engine source). The settings page's 'Delete the downloaded ViaProxy' deletes the jars only, so the account added to ViaProxy and its refresh token in saves.json stay. Also: a version switch on Edit Server and Direct Connect: choose what version ViaProxy tells that server it is (auto, 1.8, 1.9, 1.12.2, 1.16.5, 1.20.1, 1.21.1, 1.21.4, 26.3), kept per address, for servers whose status reports the wrong version."""
summary="A lightweight day counter, clock and day/night cycle bar for the HUD, with an in-game settings screen."
description="""
Beautiful Day Counter for Horizon, a native mod.
Shows the current survival day, an in-game clock and a color-shifting bar that follows the day/night cycle, without changing gameplay. It is a port of the author's own Fabric/NeoForge mod [CustomHUD](https://github.com/sonoFrangu/CustomHUD), with the same HUD and the same settings screen.
- Day counter with the game mode icon; a golden apple or totem, a rainbow counter and a sound on milestone days (50, 100, 365, every 100).
- 12-hour or 24-hour clock; the clock icon turns into a bed when you can sleep.
- Day/night bar with four color themes (Classic, Pastel, Colorblind, Mono), night marks, countdown to night or day, moon phase.
- Top or bottom placement, size, opacity, offsets, optional background; vanilla boss bars move below the HUD when it is at the top.
- Settings screen opened with H (or from Options > Mods): Elements, Look and Behavior, with tooltips.
- English, Italian, German, Spanish, French and Portuguese."""
summary="The textures, text and recipes of Deepbore Quarry. Needs the Deepbore Quarry native mod."
description="""
**This is one of the two parts of [Deepbore Quarry](https://playhorizon.dev/mods/deepbore_quarry_native), and does nothing alone.** Install both: this one, the assets, and the native part. If one is missing, the game says so in chat.
It holds the mod's models and textures, its English and Russian text, its recipes and drops, and its screen's menu. It has no code. The code, and the description of what the mod does, are in Deepbore Quarry.
All the art is original. No Minecraft assets are included. MIT licensed."""
summary="A machine that digs a square pit down to bedrock on furnace fuel and fills a chest, under a moving gantry with a drill."
description="""
**This mod has two parts, and you need both.** Install this one, the native part, and [Deepbore Quarry (assets)](https://playhorizon.dev/mods/deepbore_quarry), then press Build. If one is missing, the game says so in chat.
- **Place** a quarry. The pit lies beyond it, the way you are looking, and goes from the quarry's own level down to bedrock.
- **Put a chest** against another side of it, and fuel in its slot: anything a furnace burns. One coal digs eight blocks.
- **Watch** the gantry: a drill runs over the pit on a moving bridge, row by row. The screen says what the quarry is doing, and why when it stands still.
- **Choose** four upgrades: Area up to 17×17, Speed up to a block in 0.25 s, Fluids to plug water and lava and dig on, Chunk to keep working when you are away.
- **Keep** what matters: it leaves bedrock and any block with contents, and only its owner or an operator can open or break it.
English and Russian.
**Commands:** operators have `/deepbore maxsize` and `/deepbore maxsize <5|9|13|17>`, the largest area a world allows.
Native source mod: install it on the launcher's Mods page, press Build there, and confirm the native-code warning. It runs with your account's permissions. It is pinned to one Horizon Nightly and Horizon Mixins revision, named in each version's changelog.
No Minecraft code or assets are included. MIT licensed."""
summary="See far past your render distance: Distant Horizons' level-of-detail terrain, ported to Rust as a native mod."
description="""
An unofficial Rust port of [Distant Horizons](https://gitlab.com/distant-horizons-team/distant-horizons) by James Seibel and contributors: the world past your render distance, drawn at lower detail the farther it is.
- Far terrain built from the chunks you visit, and in single player from the world generator, out to 64–1024 chunks.
- Detail drops with distance by Distant Horizons' own rule, with its five quality presets.
- LODs are kept on disk per world, so they load at once next time.
- Drawn by Horizon's far-terrain renderer with block textures and biome tints.
Settings: Options > Mods > Distant Horizons. In chat: `/dh` for status, `/dh distance 512`, `/dh quality high`, `/dh debug on` and more (Tab completes them).
Native source mod: install it on the launcher's Mods page, press Build there and confirm the native-code warning. The launcher downloads its own Rust and builds a separate game (10–30 minutes the first time). It runs with your account's permissions.
Pinned to Horizon nightly `d009ebd140476b5bdc958c00f56a75e82abec691` (2026-10-29) and Horizon Mixins `0d6b103c70633d8fd9443d8d0acd3aadaacedb06`; the launcher builds these exact revisions. Other Horizon revisions have not been validated. It builds together with Horizon's official native mods; it can't be built with a native mod pinned to a different Horizon commit. Turn Video Settings > LOD Distance off: Horizon's own far terrain draws in the same place.
Known limits: heavy at 256+ chunks (about 30–40 fps on an Apple M5 MacBook Pro); water at LOD edges can show see-through walls.
LGPL-3.0, as Distant Horizons; its copyright notices are kept. Not made or endorsed by the Distant Horizons team. No Minecraft code or assets are included. Ported by Deniz Şahin with Claude (Anthropic)."""
summary="Reduce resource usage while Minecraft is in the background, idle, or on battery"
description="""
Dynamic FPS for Horizon: it lowers the frame rate, and optionally the volume, while the game window is in the background, hovered but not focused, minimised or idle, or while Horizon's battery mode is on.
- Caps by default: 30 FPS hovered, 10 unfocused (after half a second), 1 minimised, 20 after a minute idle, 30 on battery; no cap while you play.
- At 1 FPS the game still runs its input, network and ticks up to 20 times a second.
- Volume lowering is off by default.
- Settings: `config/dynamic-fps-for-rust.json` in the game folder, written with the defaults on first start. There is no settings screen yet.
An independent implementation after the public description of Dynamic FPS; it holds none of its code. It changes no shared game settings and has no network access."""
summary="While you eat food, or drink a potion or milk, the item in your hand shows its bitten frames."
description="""
It is a port of [Eating Animation](https://github.com/Theoness1/EatingAnimation) for Horizon.
While you eat food, or drink a potion or milk, the item in your hand shows its bitten frames.
The frames come from a resource pack you build from your own copy of the EatingAnimation download with `tools/make_frame_pack.py`, and drop into Horizon's `resourcepacks/` folder.
~~Or you can just download it from GitHub Releases...~~"""
changelog="First release. Eating Animation for Horizon as a native mod: the food, milk and potion in your hand show bitten frames while you eat or drink them."
summary="A Horizon mod that adds elytra trails with additional features."
description="""
A native mod for Horizon. The idea comes from [ElytraTrails](https://github.com/dbrighthd/elytratrails) by dbrighthd.
What it does
Lines stream from the outer tip of each wing while you glide and fade out over time. Only players get trails.
- Colors: ice, gold, rose, violet, white, rainbow, or speed (cold blue when slow, orange and thicker when fast).
- Patterns: solid, dashed or wavy. Built in only.
- Pulse: gently breathing brightness.
- Night: lines are brighter at night and dimmer in the day.
- Boost: a sudden speed jump, such as a firework, lights the whole trail up for two seconds.
- Formation: gliding players close to each other are joined by white lines between their wingtips.
- Lines taper toward the tail, the wingtip has a soft glow, and fading eases in and out.
- Singleplayer: without LAN or a server, all code for other players is skipped.
- Sharing: your color and pattern are sent through the server, so other players see them (single player, LAN and servers). (Untested, I don't have friends)
Settings
Open Options > Mods > ElytraTrails:
- **Trails**: turns every line on or off.
- **Your trail**: your own lines.
- **Your trail in first person**: on by default. Turn it off to see your lines only in third person (F5).
- **Other players' trails**: the lines of other players within 48 blocks.
- **Color**: see the list above.
- **Duration**: how long a line lasts, 1 to 12 seconds (default 5).
- **Width**: thin, normal or wide.
- **Pattern**: solid, dashed or wavy.
- **Pulse**: on or off.
- **Day/night brightness**: off by default (same brightness at any time). On: lines are brighter at night and dimmer in the day.
- **Optimization** (submenu):
- **Your wings**: dynamic (the lines follow the real wing movement) or fixed (the line is computed once when gliding starts and then only moves with your body, which is cheaper).
- **Other players' wings**: dynamic or fixed, the same for other players.
- **Line detail**: full or half (half draws every second segment, about half the lines).
- **Other players' range**: 24, 48 or 96 blocks.
- **Formation lines**: on or off.
- **Boost flash**: on or off.
## Credits
- ElytraTrails by [dbrighthd](https://github.com/dbrighthd/elytratrails) (MPL-2.0), the original mod. The idea of wing trails comes from it.
- This is a separate implementation for Horizon, written from scratch in Rust. It does not contain code from the original mod.
summary="A short description under every enchantment in item tooltips, in English and Russian."
description="""
**A native Horizon mod**: the launcher builds it into the game (install it on the launcher's Mods page, then press Build there). Native mods are not sandboxed and run with your account's rights, so read the source before you build it. Pinned to Horizon 142388e and horizon-mixins 0d6b103.
Every enchantment on books and gear gets a one-line description in its tooltip: what it does, in plain words. Our own text for every 26.3 enchantment, in English and Russian.
- Always, or only while Shift is held (with a reminder line).
- Colour and line width are settings.
Settings: Options → Mods → Enchantment Hints. Inspired by [Enchantment Descriptions](https://modrinth.com/mod/enchantment-descriptions); not affiliated, no code or text from it."""
summary="Fly the camera freely while your player stays where it is, with an optional fair play mode."
description="""
Press **F4** to leave your body and fly the camera anywhere. Your player stays where it is and you see it from outside. Press **F4** again to snap back.
**Controls while flying:**
- **W A S D**: fly where you look
- **Space / Shift**: up / down
- **Ctrl**: 2.5x faster
- **Mouse wheel**: change the speed
**Settings** (Options > Mods > Fair Freecam):
- **Speed**: 2, 5, 10, 20, 40 or 80 blocks per second.
- **Fair play**: the camera can't fly through blocks, so no peeking into caves or bases through walls. Glass, fences and doors stop it, grass and flowers don't.
- **Allowed on servers**: turn it off to only use freecam in your own worlds.
While flying, your player doesn't move, attack, mine or use items.
Some servers don't allow freecam, so check their rules first."""
description="A cosmetics catalog for Horizon. Open it from the title screen or the pause menu and wear HD capes that move like cloth, animated bandanas with Japanese script, hats, wings, shoulder pets and auras with colour themes. Turn your player in a live preview, hide your armor, and add your own capes and Blockbench cosmetics with animations. Only you see them."
description="A rewrite for Horizon of the Freecam mod by the Freecam authors (https://github.com/MinecraftFreecam/Freecam, MIT; on Modrinth as freecam). Its licence notice is kept in the source."
summary="Fly the camera anywhere while your player stays perfectly still."
description="""
Press U and your camera leaves your body. Fly it with WASD, Space and Shift, hold Ctrl to go faster and use the mouse wheel to change the speed. Your player does not move or turn, so the server sees you standing still. Through walls and speed can be changed in Options, Mods, Freecam.
Since this is a native mod it will not work in v0.2.97 as there are no native hooks possible. This works on all nightly releases and LIKELY on version upwards from v0.2.97."""
summary="Brightness past 100%: set your own gamma with /gamma, or toggle full brightness with /fullbright."
description="""
A native Horizon mod: the launcher builds it into the game (install it on the launcher's Mods page, then press Build there). Native mods are not sandboxed and run with your account's rights, so read the source before you build it. Uses only Horizon's native hook points (hooks 1); tested on Horizon 41672b1 and horizon-mixins 0d6b103.
See in the dark without torches or night vision. MoreGamma lets you set the brightness (gamma) far past the video settings' 100% "Bright" limit, with a chat command, and switch full brightness on and off.
- `/gamma <value>`: your own gamma. `1` is vanilla's "Bright", `15` is fullbright, up to `100`; `/gamma 1500%` works too.
- `/gamma` shows the gamma in effect.
- `/gamma reset` (or `off`) goes back to your video settings slider; `/gamma on` turns your last custom gamma on again.
- `/fullbright` toggles full brightness (gamma 15).
- Options → Mods → Fullbright: an on/off button, a button cycling 100/200/500/1000/1500%, and a toggle key you can bind.
Client-side: the commands are handled by your game before anything reaches a server, so it works in single player, on LAN and on servers. Your brightness slider and `options.txt` are never changed, so turning it off gives your own brightness back. Settings are remembered between sessions."""
summary="Toggle full brightness and the world's fog with a key (G / N), /fullbright or /nofog."
description="""
A native Horizon mod: the launcher builds it into the game (install it on the launcher's Mods page, then press Build there). Native mods are not sandboxed and run with your account's rights, so read the source before you build it. Uses only Horizon's native hook points (hooks 80, for `render_fog`); tested on Nightly 2026-11-01 (c9d474d) and horizon-mixins 0d6b103.
- **Fullbright**: press G (or `/fullbright`, `/fb`) to toggle full brightness (gamma 1500%). Your brightness slider and `options.txt` are never changed; turning it off gives your own brightness back.
- **NoFog**: press N (or `/nofog`) to remove the world's fog. `/nofog fluids` also clears water, lava and powder snow fog.
- `/fullbright on|off` and `/nofog on|off` set them directly.
- Options → Mods → Fullbright & NoFog: a button for each toggle and both keys, rebindable.
Toggling is silent (no chat messages). Client-side: works in single player, on LAN and on servers. Settings are remembered between sessions."""
summary="Full 6DOF flight physics and immersive gyro camera tilt for Minecraft Horizon, inspired by Do a Barrel Roll."
description="""
**Fly an elytra like an aircraft.** Gyro swaps Horizon's locked horizon for full six-degree-of-freedom control: bank into a roll, pull through it to carve a turn, push the nose past vertical and loop. Inspired by the feel of the Java mod *Do a Barrel Roll*, written from scratch on Horizon's native hook points.
| While gliding | What it does |
|---|---|
| Mouse left / right | Roll — a full 360° with no snap-back |
| Mouse up / down | Pitch through your current bank, so a wing-down pull carves a turn |
| `A` / `D` | Rudder yaw for fine heading corrections |
In third person your avatar, elytra and held item stay pinned to the camera while the world, sky and entities roll around you. When you stop gliding, the view eases back to level and the mouse is an ordinary camera again. Everything else stays vanilla — no keybinds, no config, no setup, just one row in **Options > Mods**.
**What it actually touches.** Client-side camera matrices and the player's own model only. There is no network, filesystem or process access anywhere in the source, no server hooks and no server component; the server never hears about the roll. It declares `hooks: 3`, so the launcher builds it on any Horizon whose native hook API is ≥ 3 rather than one pinned commit. Built and tested against Horizon `ba6344a` with horizon-mixins `d9c83d70`. The whole mod is seven short Rust files plus one mixin manifest under `mixins/gyro/` — read them before you build.
*Native mods are unsandboxed code running with your account's permissions; install only from authors you trust.*
The bundle now declares native hook points (`hooks: 3`), so the launcher builds it on any Horizon with native hook API v3 or newer instead of only the pinned commit.
- Deterministic packaging: identical sources give identical bytes and SHA-256; `tools/package.py --check-hooks` cross-checks the pinned commit's real API.
- Mod row (id, version, description) now comes from `runtime.rs` constants.
- Added `proof.py`, an in-game proof harness driving the modded client on throwaway data folders.
- Player-facing README rewrite.
Client-side camera and player-model changes only; no network writes and no server component."""
summary="Selected-item durability, count and enchantment names above the hotbar."
description="Minimal client-only selected-item text HUD for Horizon 26.3. Displays remaining/maximum durability, stack count and up to six translated enchantment names; long strings are shortened to GUI width. Original MIT implementation inspired by A5b84/held-item-info; no LGPL source was read or included. Potion details, layout options and fading are not implemented. Existing Armor Status covers equipped-item icons/durability; this mod focuses on selected-item text and enchantment names. See the source for validation and exact engine/mixin pins."
summary="Customizable entity hitboxes with exact weapon & spear in-reach colors, thickness, eye rays, and sprint HUD."
description="""
Hitbox+ for Horizon
Hitbox+ is a high-performance native mod ported to Horizon that revamps vanilla F3+B debug hitboxes with full customization and PvP reach indicators.
Key Features:
Dynamic In-Reach Detection: Hitboxes automatically change to your chosen reach color when your crosshair is within hitting distance.
Spear Reach: Accurately extends reach to 4.5 blocks (survival) and 6.5 blocks (creative).
Melee Reach: Standard 3.0 blocks for swords, axes, maces, and fists.
11 Selectable Reach Colors: Choose between Bright Green, Neon Cyan, Aqua Mint, Gold Yellow, Sunset Orange, Hot Pink, Neon Purple, Electric Blue, Crimson Red, Pure White, or smooth dynamic Rainbow.
summary="Physics for Horizon, inspired by PhysicsMod: ragdolls, waves, physical particles and capes."
description="""
By tariksabanuz
Physics for Horizon, inspired by PhysicsMod by Haubna. It is a clean-room version for Horizon: it contains none of PhysicsMod's code or assets and is not made or endorsed by Haubna. Everything is built as a native Horizon mod, so no other mods or loaders are needed.
Features
- **Realistic water**: waves that never repeat, built from several swells with wave groups, wind gusts, sun glints, foam on the crests and along the shore, and rain rings on the surface. Boats and the camera follow the same waves you see.
- **Ragdolls**: mobs fall and tumble with their bodies instead of just disappearing.
- **Physical particles**: block cracks, sprint dust and broken or eaten items become small physical pieces that fall, bounce and settle.
- **Capes** that move with you.
- **Quick Setup**: on first launch everything is off, so the game starts fast. A short setup lets you pick how much you want, and then turns it on.
- **Physics Settings** in Options, with categories, switches and sliders for every effect, so you can tune it to your PC.
Notes
- Built for Horizon Nightly `6475f62`. Other versions may need an updated build.
- Works with Vulkan and DirectX 12.
- If the game feels slow, lower the wave height or turn effects off in Physics Settings.
Source code and issues: https://github.com/tariksabanuz/PhysicsModHorizon"""
summary="Litematica for Horizon: schematics as ghost blocks, a verifier, material lists and a printer that builds the missing blocks for you."
description="""
Horizonmatica is a re-creation of **Litematica** (with its **printer**) for Horizon. Load a schematic, see it as ghost blocks in your world, check your build against it, get a material list, and let the printer place the missing blocks.
## Features
- **Formats:** `.litematic` (versions 1–7, several regions), `.schem` (Sponge v1–v3: WorldEdit, FAWE, Amulet, Axiom), `.schematic` (MCEdit / WorldEdit up to 1.12) and vanilla structure `.nbt`. Older files are upgraded with Horizon's data fixer, the same way old worlds are.
- **Overlay:** missing blocks as translucent real block models (chests, banners, heads and other block entities included), optionally visible through walls.
- **Verifier:** wrong block (red), wrong state (orange), extra block (pink), plus a progress HUD.
- **Layers:** all / one layer / above / below / range.
- **Placements:** several at once; move, rotate, mirror, show or hide each; a move mode for mouse wheel and arrow keys. The placements are remembered per world and dimension and restored when you join again.
- **Save your own:** select an area with the selection tool (a stick: left and right click set the corners, the wheel grows and moves the box) and save it as a `.litematic` (blocks and their states), chunk by chunk as in Litematica: chunks not loaded yet show as frames to fly to.
- **Material list:** missing, total and carried, with item icons, in the HUD or in the menu, and copied to the clipboard as a table for spreadsheets.
- **Menu (M):** a screen of its own, drawn with the game's widgets.
- **Pick block:** middle-click a ghost block to take that block in hand, for building by hand.
- **Highlights:** mark missing and wrong blocks through everything, however far away, for all items or just one you pick in the material list.
- **Printer:** places one missing block within reach every few ticks, from the bottom up. It only clicks when Horizon's own placement logic says the click produces exactly the wanted state (stairs, slabs, logs, furnaces…). Redstone-aware order, repeater, comparator and note block setup after placing, double slabs and stacks, chests, falling blocks. The camera never moves.
Usage: put schematics into `schematics/` next to `options.txt` of your instance (`/hm folder` shows the path), then `/hm load <name>` or press **M**. All commands and keys are in the [README](https://github.com/keksi2k/horizonmatica#usage).
## What it does and doesn't do
- **Reads** only files in the instance's `schematics/` folder, and creates that folder if it's missing.
- **Writes** only the `.litematic` files you save (`/hm save`), into that folder. Settings and remembered placements go through Horizon's mod settings.
- **Network:** no connections of its own. The only thing sent to a server is what the printer does: the same block-placing clicks a player would make (with the matching look direction), and hotbar slot changes.
- **"Openfolder"** in the menu opens the schematics folder in your file manager through Horizon's own function.
- No telemetry, no downloads, no code run from schematic files. Schematics are parsed as data only.
⚠️ On other people's servers, automatic placing may break the rules or trip anti-cheat. The printer is off until you turn it on (`K` or `/hm printer on`). Its *air place* option (off by default) is noticed by anti-cheat plugins such as Grim.
**Version:** native mods use game internals, so Horizonmatica is pinned to one Horizon commit (currently Nightly 2026-11-04, `67dad0d`). A new Nightly needs a new release.
## Credits
The idea, the way it's used, the file format and the behaviour come from **[Litematica](https://github.com/maruohon/litematica)** by masa (maruohon), maintained by **[Sakura-Ryoko](https://github.com/sakura-ryoko/litematica)**, and from **[Litematica Printer](https://github.com/aleksilassila/litematica-printer)** by aleksilassila. Horizonmatica is not an official project of these authors, isn't made or endorsed by them, and contains none of their code. Only the file format and the behaviour are re-created. If you like it, go and support the originals.
Menus built with [horizon-menus](https://github.com/keksi2k/horizon-menus). MIT licensed.
- Highlights: mark missing and wrong blocks through everything, however far away, for all items or just one you pick in the material list (`/hm highlight`).
- Pick block: middle-click a ghost block to take that block in hand.
- Several placements at once: select, show, hide, lock and unload each.
- Select an area with the selection tool (a stick) and save it as a `.litematic` (`/hm save`).
- Copy the material list to the clipboard as a table for spreadsheets (`/hm materials copy`).
- Command completion for `/hm` in chat.
- A wiki in `docs/wiki`: every tab, button and key, with the matching command.
### Changed
- Air place is off by default.
- Printer without air place: only blocks next to a real block whose face you can see are tried, blocks that can't be placed from where you stand aren't tried again until you move or a neighbour changes, and in each layer the item in hand comes first.
- Logs, froglights and other pillars get their direction from the clicked face alone. Without air place they need a real block on the matching side, and the printer's note says so.
- Pinned to Nightly 2026-11-04 `67dad0d` (was `c9d474d`).
### Fixed
- The printer places bamboo, crops, stems, berry bushes and vines. They count as correct at any stage of growth, and the material list includes them.
Built for Horizon Nightly 2026-11-04 (67dad0d, hook API 359)."""
summary="R-key & UI sorting (Category, A-Z, Count, ID), Auto-Refill depleted stacks, Tool Break Protection, and Quick-Stack to chests."
description="A 1:1 native Rust port of Inventory Profiles Next & Inventory Sorter for Horizon. Press R or click the UI sort buttons to merge partial stacks and sort chests or your inventory using 4 selectable modes: Category (Creative Tab), Alphabetical (A-Z), Stack Count (High-Low), or Item ID. Includes automatic hand stack refilling when placing blocks or consuming items, Tool Break Protection that swaps out low-durability tools before they break, and G-key Quick-Stacking to move matching items into open containers."
summary="Sneak-right-click a filled frame to hide and lock it, or restore it."
description="Server-side frame visibility toggling for Horizon 26.3. Ordinary and glowing frames are supported. Empty visible frames remain visible. Original MIT implementation inspired by ADHDMC/InvisibleFrames; no Java source or assets included. See the source repository for tested engine/mixin pins, build instructions and validation scope."
summary="Newly picked-up items glow in your hotbar and inventory until you look at them."
description="""
**A native Horizon mod**: the launcher builds it into the game (install it on the launcher's Mods page, then press Build there). Native mods are not sandboxed and run with your account's rights, so read the source before you build it. Pinned to Horizon 142388e and horizon-mixins 0d6b103.
Items you just got (picked up, crafted, taken from a chest, given) get a soft glow in the hotbar and in inventory and container screens, until you point at them or close the screen.
- Styles: glow, glow with a star, by rarity colour.
- Which screens, and when a mark clears, are settings; `/itemnew` shows or clears the marks.
Settings: Options → Mods → Item New. Inspired by [Item Highlighter](https://modrinth.com/mod/item-highlighter); not affiliated, no code from it."""
summary="The look-at tooltip: what you're pointing at, its mod, its details and its state."
description="""
An unofficial port of [Jade](https://github.com/Snownee/Jade) 26.3.5 by Snownee to Horizon: the look-at overlay for blocks and entities, with its providers, its settings under Options > Mods, its keys, and the `/jade` and `/jadec` commands.
Rewritten in Rust for Horizon's hooks, so no original code runs. Not made or endorsed by Snownee, so please report problems to this project, not to them.
**Ported:** themes, opacity, text background, profiles, ignore lists, boss bar overlap, TTS, perspective mode, reach, icon positions, the item mod name and the plugin sub-options.
**What differs from Jade:**
- Themes are drawn with solid fills in the theme's colours, not Jade's sprites.
- The position adjust screen is a setting you cycle through, not a screen you drag on.
- The sniffer's dig cooldown isn't shown.
- Energy Storage has nothing to show, because Horizon has no shared energy API for other mods.
- Access variant and NPC details are approximate.
Tested on Windows, in single player and on LAN with one guest. Dedicated servers don't build native mods, so "server" here means a LAN host.
Licence: CC BY-NC-SA 4.0, noncommercial use only, the same licence as Jade."""
summary="An item and recipe viewer for Horizon: every item beside container screens, with search, recipes and uses"
description="""
An item and recipe viewer for [Horizon](https://playhorizon.dev), the Rust reimplementation of Minecraft: Java Edition.
Horizon JEI is inspired by [JustEnoughItems (JEI)](https://github.com/mezz/JustEnoughItems). JEI serves as the reference specification, while this project is a completely new Rust implementation built around Horizon's native hook points.
**Version 0.1.0 — Core Viewer**
### Features
- **Item Browser:** Browse every item registered by the game through a paginated panel alongside container screens, with a search bar supporting JEI's search grammar: words, `"quotedphrases"`, `-exclusions`, `|` alternatives, `@namespace`, and `#tag`.
- **Recipe Viewer:** Press **R** to view an item's recipes or **U** to see its uses. Both work over the item panel and container slots.
- **Recipe Categories:** Dedicated tabs for crafting, furnace, blast furnace, smoker, campfire, stonecutter, smithing, and brewing, supporting all five of the game's recipe layouts, including cooking time and XP.
- **Recipe Navigation:** Browse recipe history with **Back** and click recipe slots to open the corresponding item.
- **Recipe Placement:** Use the **+** button to place a recipe into the open crafting grid, provided it is available in the recipe book.
- **Item Giving:** Give items through Options → Mods → JEI or `/jei give`. In creative mode, left-click gives one item and right-click gives a full stack. In survival mode, clicking opens the recipe viewer instead.
- **Localization:** English and Spanish interface translations. Item names are retrieved directly from the game and respect the player's language.
- **Diagnostics:** `/jei` reports the game's recipe table sizes.
### Current Limitations
The 0.1.0 release focuses on the core viewer. Bookmarks, container slot click integration, tooltips, creative inventory integration, non-recipe categories (anvil, grindstone, composter, and fuel), and shift-click recipe placement are not yet supported.
Some of these features require native hook points that Horizon does not currently expose. See the [JEI parity matrix](https://github.com/enderliker/horizon-jei/blob/main/docs/jei-parity.md) for implementation details.
### Requirements & Security
Requires Horizon **26.3**, hook points version **2**, and the current Nightly build.
Horizon native mods are compiled directly into the game and are **not sandboxed**. Only build source code you trust.
Horizon JEI reads the game's tables, container interface, chat, and its own settings directory (`horizon-mods/.horizon-mod-data/jei/`). It does not write to any other location.
*Unofficial project. Not affiliated with mezz, Mojang, Microsoft, or the Horizon project.*"""
summary="/killc, /killc <player> and /suicide, with an optional random respawn near (0, 0)."
description="""
A Horizon port of [adasjusk's KillC](https://github.com/adasjusk/KillC), the kill command plugin for Paper, Folia, Velocity and Fabric.
- `/killc` and `/suicide` kill you.
- `/killc <player>` kills another player (operator level 2).
- After a death in the Overworld, players respawn at a random surface spot within `randomSpawnRadius` of (0, 0).
- Config: `config/killc.json` (`enabled`, `useRandomSpawn`, `randomSpawnRadius`), the same file as the Fabric build.
Vanilla keeps `/kill`. Runs where the world is hosted: single player and worlds opened to LAN (Horizon's dedicated server cannot build native mods yet). Native mods run with the player's account permissions and are not sandboxed.
Source: `horizon/` in https://github.com/Vakarux12/KillC, a fork of the original. CC-BY-SA-4.0, the original's licence, with a grant for Horizon's reviewers in `horizon/REVIEW-GRANT.md`.
summary="1:1 Light Overlay & MiniHUD (F7): visualizes mob-spawnable blocks with 3D Yellow (night spawn) and Red (always/cave spawn) crosses (X) or 3D light level numbers"
description="A 1:1 native Rust port of Light Overlay and MiniHUD's F7 Light Level Overlay for Horizon. Press F7 during gameplay to scan nearby spawnable block surfaces and render depth-tested 3D markers directly on block tops. Red markers indicate blocks where hostile mobs can spawn at any time (caves/indoor darkness), Yellow markers indicate blocks where hostile mobs can spawn at night, and optional Green markers show safe blocks. Supports Crosses (X), 3D Numbers (0-15), or Both, with configurable scan radius (8 to 20 blocks) and Modern (== 0) or Legacy (<= 7) spawn thresholds."
summary="The block or mob under your crosshair as a vanilla tooltip: icon, name in your language, health, the tool it needs and where it comes from"
description="""
The block or entity under your crosshair at the top of the screen, drawn as a vanilla tooltip: its item's icon, its name in your language and the namespace it comes from.
- **Blocks**: up to 1024 blocks away, across distant terrain.
- **Mobs and players**: name and health as hearts or numbers; boats, minecarts, armor stands, paintings and item frames (with what they hold).
- **Harvest tool**: ✔ or ✘ with the tool a block needs.
**Settings** (Options → Mods → LookAt): range, position (top, top left, top right), size, background opacity, item icon, where it comes from, position and distance, entities, health, harvest tool. Boxes keep clear of F3, boss bars, the minimap and effect icons.
**Now a native mod (0.2.1)**: the launcher builds it into the game (install it on the launcher's Mods page, then press Build there). Native mods are not sandboxed and run with your account's permissions, so read the source before you build it. Tested against Horizon `142388e1c136e622652ec7505af15d8ad195e041` with Horizon Mixins `0d6b103c70633d8fd9443d8d0acd3aadaacedb06`; the launcher builds these exact pinned revisions. Settings from 0.1.0 carry over."""
changelog="Now a native mod (WebAssembly code mods are going away). New: mobs, players and other entities under the crosshair with their health, the harvest tool a block needs, a size setting, and boxes that keep clear of F3, boss bars, the minimap and effect icons. Pinned to Horizon 142388e and Horizon Mixins 0d6b103."
summary="Put your own wallpaper behind the main menu in Horizon — Minecraft 26.3, rewritten in Rust."
description="""
Menu Panorama is a resource pack for **Horizon** — Minecraft: Java Edition 26.3, rewritten from scratch in **Rust**.
It replaces the six textures of the main-menu background with a picture you choose. It is a plain resource pack, not a Java mod: no mod loader, no Java, and no code from the pack is executed. Horizon loads it natively.
- **Any photo** in the `room` mode: the picture is shown whole on the four walls, with mirrored seams and soft colours above and below.
- **A 360° equirectangular panorama** in the `360` mode: the sphere is cut into six cube faces, so the view stays seamless when the camera turns.
- **Auto** picks the mode from the image's aspect ratio.
Build a pack in the browser with `panorama-maker.html`: drop an image, choose a face size, download the `.zip`. Everything runs locally; the picture never leaves the computer. `make_panorama.py` does the same from the command line.
The pack only changes `assets/minecraft/textures/gui/title/background/panorama_0..5.png`; gameplay, sounds and other textures are untouched. `pack.mcmeta` is made for Horizon 26.3 (resource format 97) and also declares formats 15–999, so the same file loads in Minecraft Java 1.21+. A demo pack is attached to every release.
MIT licensed. Source, the browser generator and the CLI are in the repository."""
Adds a Mods button next to Accessibility on the title screen. It opens a Mod Menu style screen that lists every mod you have installed, with its icon, name, version and description.
- Search by name, id or description, and filter by on, off, native or content mods.
- Pick a mod to see its details, turn it on or off, or open its own settings page.
- Open Mods Folder and Done at the bottom, as in the Java mod."""
summary="Blurs what moves: mobs, players, items and vehicles along their own motion, with optional camera blur."
description="""
Moving mobs, players, items, minecarts and boats blur along their own motion. The camera's motion (turning, walking) can blur too, and is off by default.
Each frame the mod works out every pixel's motion since the last frame (the world's from the depth buffer and the camera, entities from last frame's vertices), finds the largest motion near each tile, and gathers along it with depth-aware weights (McGuire et al., "AReconstructionFilterforPlausibleMotionBlur", 2012).
Settings are in Options → Mods → Motion Blur: strength for moving things and the camera, shutter angle or a fixed exposure, the longest blur, quality, blurring yourself in third person, and a view that shows each pixel's motion."""
summary="Inventory mouse tricks: drag to spread or gather, the wheel moves items one by one, and R sorts."
description="""
**A native Horizon mod**: the launcher builds it into the game (install it on the launcher's Mods page, then press Build there). Native mods are not sandboxed and run with your account's rights, so read the source before you build it. Pinned to Horizon 142388e and horizon-mixins 0d6b103.
- **Right-drag**: one item into each slot you pass.
- **Left-drag**: gather the same items; with Shift, quick-move many stacks.
- **Mouse wheel** over a slot: move items one at a time between your inventory and a container.
- **Sort** (R, or middle click on an empty spot): merges partial stacks and sorts the part under the mouse (a chest, or your main inventory; the hotbar only if you ask). Creative-tab order, by name or by count. Items with other names, enchantments or damage never merge; bundles stay put.
Everything goes through the game's own container clicks, so servers accept it. Each trick is a setting (Options → Mods → Mouse Tricks). Inspired by [Mouse Tweaks](https://modrinth.com/mod/mouse-tweaks); not affiliated, no code from it."""
summary="Every item beside your inventory, with its recipes and uses."
description="""
Horizon's own recipe viewer.
- Every item sits in a panel beside your inventory and container screens, with a search box: words in the name or the id, `@minecraft` for a namespace, `#logs` for a tag.
- R over an item (in the panel, in any slot, or in a recipe) shows its recipes, and U shows its uses. A click does the same: a left click for recipes, a right click for uses. Both keys can be rebound in Controls.
- Recipes have a tab for each station: crafting table, furnace, blast furnace, smoker, campfire, stonecutter, smithing table and brewing stand. Back returns through the pages you opened.
- + beside a crafting recipe you know fills the crafting grid, as the recipe book does.
- In creative mode, turn on "Clickgivesitems" in its settings: a click on an item in the panel then gives you one, and a right click gives a stack.
- On servers that are not Horizon, it shows this game's own 26.3 recipes. Which recipes you know, and what + can fill, follow the server's recipe book.
It reads the game's items and recipes, hears its own keys and your clicks on the panel, and places recipes or gives items only when you ask: nothing else.
Now a native mod (2.0.0): built into the game by the launcher, on the Horizon you play, like any native mod
(install it on the launcher's Mods page, then press Build there). It needs Horizon's native hook points version 2, in the
Nightlies from 4baa571 on. Your settings and keys carry over from 1.0.0. Turn it off in Options > Mods: it rests at
once, and the next build leaves it out. Its source is
changelog="Native: built into the game by the launcher on Horizon's native hook points (version 2); settings and keys carry over; turn it off in Options > Mods."
Find and install resource packs from Modrinth without leaving the game. By tariksabanuz.
A **+** button appears in the top right of the Resource Packs screen. It opens a browser with:
- a search box that searches while you type, a sort button (Relevance, Downloads, Newest, Updated) and a switch between "forthisgameversion" and "allversions";
- a list of packs with pictures, authors and download counts, loaded as you scroll;
- a detail pane with the versions of the selected pack and an **Install** button.
Installing downloads the file from Modrinth's own server (`cdn.modrinth.com` only), checks it against the SHA-1 hash Modrinth provides, and saves it in `resourcepacks/`. Nothing is turned on for you.
Loaded 100 of 276 files, more files were not shown because too many files have changed in this diff.
Show more
Reference in new issue
Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.