1.0.0: Full release

Released on May 24 2026
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NOTICE: MAKE SURE TO DISABLE COMPILED ANIMATIONS IN EMF TO AVOID ANIMATION ISSUE UNTIL ITS FIXED!!!

After almost 2 months of working on this (March 21-Now), i present my second longest work ever made! And its not even fully mine.

Don't want to make the same very long story that i did for my passion project, so ill make a summary this time:
-- Cakeofcraft finds the initial port made by Masaki on May 2025, tried it in July of the same year, realized how... average it was, got annoyed of the few VERY major issues, and decided to port it on his own, from scratch.

Usually, there would have features written, but instead, ill just skip straight to the notes, which goes over some design choices and quirks.
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NOTES:
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• All 3D items ported over will try to replicate their bedrock counterpart.
-- While i tried to create a formula to make it automatic, it didnt really work, so for now, recreations will do.
• The torch implementation (which boils down to no core shaders) has the torches shaded due to this. You really notice it on the restone torch.
• Hearts were reverted to the previous version of the bedrock resource pack due to issues trying to make it animated. The works are still there in the "heart_animated.json" file if you want to see it.
• While i'm aware of the lack of the wither's second phase particles, there is no way to change it, i assume.
• A few of the HUD textures were provided by my own resource pack Cake's D°Uzi Tweaks, with some of them being changed in order to be faithful will the original pack, as my own work goes for a different style in some cases.
• The lack of a unique pale oak pressure plate texture is NOT a mistake, but a conscious decision, as stupid as it might be.
-- This is because SOMEONE forgot to make one when updating it for Chase The Skies...
• Don't ask me why iron blocks sounds like heavy cores, i dont know either.
• The dragon fireball is the only projectile to not have a 3D model. This is because it's model is not changeable through any normal means.
• Speaking of projectiles, they appear 3D on the ground, as Java uses that model for rendering the projectile. They have been tweaked to fit in their hitbox.
-- This limitation has the side effect that there is no way to animate the model without created a mod exclusively for that.
• The arrow model is an optimized version of the one that i made for my resource pack "Dont have to plug again", due to the orginal literally being "1 pixel=1 cube".
-- The spectral arrow can be more optimized though, its outline is built on top of the model instead of being remade for it.
• It is unclear how or why Snow Golems defaults to the slime face.
-- It is also impossible to add the hidden snow golem head due to the fact that the pumpkin is an actual pumpkin, not a fake one.
• I Adjusted Reuben's wings when he wears a saddle in order to avoid z-fighting found in the original, that is if i can get saddled name pig variants to work.
• Floating spiders begone
• I added the Stray's emmisive eyes, in order to have a uniform look for all skeletons (besides the parched, as the orginal pack hasn't been properly updated to 1.21.11, which is why spears look odd form the other tools)
• Yet another plug for my work, but this is to make baby villagers more 1:1 with their adult counterpart.
• There... isn't really a way to detect a sleeping villager. Not even i truly know how Fresh_LX has done it...
• The Baby Ashen Wolf texture has the top of it's head consistent, as you would notice it otherwise.
• I enlarged the Raven Parrot's beak because CEM doesn't support decimals in their cube sizes.
• Skipped cat and dog renames, for now.
• Outlined mobs will sadly not be included in this port for the time being, due to EMF not including a native way of adding backface culling, which is needed for the effect to work.
-- While i am aware of a method to fake it, it is pretty buggy, sadly.
• No Tiny Takeover, as the pack hasnt received support for it yet.
-- Due to this, baby mob models are disabled in 26.1 and beyond. They will remain on previous version (currently mainly 1.21.11) for the forseeable future.
• Guess who made the spectral arrow texture. Hint: not me
• Some mods uses the 3D person item position in first person, which cause odd looks, so an option was added to straighten all of these items in third person for these mods.
• The book and quill's texture is skipped due to the book's colour palette following that texture.
• While the port was intially licensed under MIT, it can cause issues when it comes to resource pack ownership.
-- Generally, im not overly against an MIT license, but in this case, CC NY-NC-SA 4.0 with some tweaks fells more applicable.
• For a TL;DR of the license, it boils down to this:
-- You are prohibited from stealing this work, monetised (with some exclusion from videos and modpacks), and change or remove the license. Remixes or public tweaks are allowed, so long as we're creditted. The pack can be share online.
-- I, however, hold no rights for anything not made by me.
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