[{"content":"First realed on September 2, 2023 for Minecraft 1.20, IJM\u0026rsquo;s Tweaks is a lightweight, client-side Fabric mod designed around a simple philosophy: giving players granular control over small quality-of-life improvements.\nEvery single setting is completely toggleable so it adapts to the way you want to play the game without forcing anything on you.\nIJM\u0026rsquo;s Tweaks, what\u0026rsquo;s that? 🪜 Smart auto-jump on stairs Auto-jump in vanilla Minecraft can be notoriously annoying, but going up stairs smoothly and faster than usual is one of the few places where it actually feels good.\nThis tweak dynamically toggles auto-jump on only when you step on stairs (and checks if there\u0026rsquo;s actually another stair block above it), then immediately disables it once you step off:\n@Mixin(Block.class) @Environment(EnvType.CLIENT) public abstract class StairsBlockMixin { @Inject(method = \u0026#34;stepOn\u0026#34;, at = @At(\u0026#34;HEAD\u0026#34;)) private void toggleAutoJump(Level level, BlockPos pos, BlockState state, Entity entity, CallbackInfo ci) { if (!level.isClientSide()) return; Minecraft minecraft = Minecraft.getInstance(); LocalPlayer player = minecraft.player; if (player == null || entity != player) return; IJMTweaksConfig config = IJMTweaksConfig.get(); if (!config.autoJumpOnStairs) return; OptionInstance\u0026lt;Boolean\u0026gt; autoJump = minecraft.options.autoJump(); boolean shouldEnable = false; if (state.getBlock() instanceof StairBlock) { if (state.getValue(BlockStateProperties.WATERLOGGED)) return; // Is the block upside down if (state.getValue(BlockStateProperties.HALF) == Half.TOP) return; Direction facing = state.getValue(HorizontalDirectionalBlock.FACING); BlockPos upperPos = pos.relative(facing).above(); BlockState upperState = level.getBlockState(upperPos); if (!(upperState.getBlock() instanceof StairBlock)) return; shouldEnable = true; } autoJump.set(shouldEnable); } } Source code available on GitHub. MIT License.\n🔥 Lower fire overlay When you catch fire in vanilla Minecraft, half of your screen gets covered in flames, making it almost impossible to see where you\u0026rsquo;re running. This tweak lowers the height of the first-person fire rendering so you can actually navigate while burning.. Actually better than nothing. You can also totaly disable it, at your own risks!\n📸 Quick screenshot folder access Taking a screenshot usually prints a chat message with a direct link to the image file, but finding the rest of your screenshots can be a hassle. This tweak appends a button straight into chat allowing you to open the screenshots folder with one click.\n💡 Fullbright toggle Need to check dark caves without messing around with gamma sliders or night vision potions? A simple customizable keybinding lets you toggle fullbright on and off on the fly. There\u0026rsquo;s no need to add a third-party mod or resource pack.\n📦 Invisible entities hitbox When debugging or working as an admin, pressing F3 + B shows entity hitboxes, but invisible entities can still be tricky to see. This option renders hitboxes for invisible entities. To avoid abuse, it checks that you have the operator permission on the dedicated server you\u0026rsquo;re playing, and if you\u0026rsquo;re not in a survival-like mode.\nAnd there are plenty of other subtle tweaks packed inside! Feel free the read the hole description on GitHub or Modrinth (links below).\nWhat did I learn? Getting into the Fabric toolchain and playing around with Mixins was honestly wild. You\u0026rsquo;re injecting code directly into client ticks and render loops, so one wrong move and you completely break compatibility with mods like Sodium or other optimization mods. It really forces you to wrap your head around how Minecraft actually runs under the hood.\nOn top of that, keeping up with Mojang\u0026rsquo;s update schedule is no joke! Constantly updating across new versions taught me the hard way how to deal with breaking API changes and structure my code so I’m not ripping my hair out every time a minor patch drops.\nLuckily, they finally changed how they handle game versioning with regular drops and the 26.x scheme (check Mojang\u0026rsquo;s official announcement), which makes life a bit easier.\n🎊 The Milestone: 4 Million Downloads! At the time of writing, IJM\u0026rsquo;s Tweaks has grown into my most popular project across Modrinth and CurseForge, surpassing 4 million cumulative downloads!\nSeeing a project that started out as a personal toolkit get picked up by major modpacks and millions of players has been an incredible experience (thank you!).\nFootnote Overall, maintaining this mod has been and still is an amazing thing! A massive thank you to everyone who downloaded it, reported bugs, suggested features, and supported my work!\nModrinth CurseForge GitHub ❤️ If you enjoy the mod and want to support my projects, you can also leave a small tip on Ko-fi - it really means a lot!\n","permalink":"https://itsjustmiaouss.com/projects/ijmtweaks/","summary":"\u003cp\u003eFirst realed on September 2, 2023 for Minecraft 1.20, \u003cstrong\u003eIJM\u0026rsquo;s Tweaks\u003c/strong\u003e is a lightweight, client-side Fabric mod designed around a simple philosophy: giving players granular control over small quality-of-life improvements.\u003c/p\u003e\n\u003cp\u003eEvery single setting is completely toggleable so it adapts to the way you want to play the game without forcing anything on you.\u003c/p\u003e\n\u003ch2 id=\"ijms-tweaks-whats-that\"\u003eIJM\u0026rsquo;s Tweaks, what\u0026rsquo;s that?\u003c/h2\u003e\n\u003ch3 id=\"-smart-auto-jump-on-stairs\"\u003e🪜 Smart auto-jump on stairs\u003c/h3\u003e\n\u003cp\u003eAuto-jump in vanilla Minecraft can be notoriously annoying, but going up stairs smoothly and faster than usual is one of the few places where it actually feels good.\u003c/p\u003e","title":"IJM's Tweaks - A popular Minecraft mod"},{"content":"First released on December 17, 2022 on the Steam Workshop, gm_ijm_boreas is an overhaul of gm_boreas, the iconic scenic winter map originally created by Blueberry_pie.\nThe original map is an absolute masterpiece, but there were a few specific gameplay elements, interactions, and details I always wanted to tweak for my ow server and roleplay sessions. Instead of keeping those edits to myself, I polished them up and shared them with the Garry\u0026rsquo;s Mod community!\ngm_ijm_boreas, what’s that? 🚀 Launchable missile In the original map, the missile silo was mostly decorative. Every players playing the original map already tried to launch it. So, I completely reworked the missile system so it can actually be launched! It now features full launch sequences, sound effects, smoke plumes, and a dedicated console command (ent_fire rocket_respawn trigger) to reset the rocket on servers without having to reload the entire map.\n🚧 Relocated security checkpoint \u0026amp; electric fences To improve roleplay flow and map progression, I moved the security checkpoint further up the mountain road. I also added functional electric fences surrounding the research facility (which server owners can disable via console with ent_remove_all checkpoint_electric_fence) and made sure the security blast doors start closed by default.\n⛅ StormFox 2 compatibility (daylight cycle) One major headache with custom Source Engine maps is external weather and day/night cycles. In gm_boreas, the 3D skybox uses a solid radial gradient overlay (skybox_fog.vmt with $nofog) that clashed badly with night lighting. With some advice from Blueberry_pie, I adjusted the skybox materials and fog parameters to ensure seamless transitions when running with StormFox 2.\nThis tiny lua script is embedded into the map files and run automatically.\n-- This is a simple script used to control the 3D Skybox Color. local canInitialize = false local factor = 255 + 85 -- 255 + x to make a darker color local mat1, mat2 hook.Add(\u0026#34;Initialize\u0026#34;, \u0026#34;IJMBoreas:MapInitialize\u0026#34;, function() canInitialize = game.GetMap() == \u0026#34;gm_ijm_boreas\u0026#34; if canInitialize then mat1, mat2 = Material(\u0026#34;boreas/effects/skybox_fog\u0026#34;), Material(\u0026#34;boreas/effects/skybox_mountainrange\u0026#34;) end end) hook.Add(\u0026#34;Think\u0026#34;, \u0026#34;IJMBoreas:SetSkyboxFog\u0026#34;, function() if not canInitialize or StormFox2 == nil then hook.Remove(\u0026#34;Think\u0026#34;, \u0026#34;IJMBoreas:SetSkyboxFog\u0026#34;) return end local fogColor = StormFox2.Fog.GetColor() local newColor = Vector(fogColor.r / factor, fogColor.g / factor, fogColor.b / factor) -- fogColor.a = math.Clamp(fogColor.a, 0, 0.6) mat1:SetVector(\u0026#34;$color\u0026#34;, newColor) -- mat1:SetFloat(\u0026#34;$alpha\u0026#34;, fogColor.a) mat2:SetVector(\u0026#34;$color\u0026#34;, newColor) -- mat2:SetFloat(\u0026#34;$alpha\u0026#34;, fogColor.a) end) 🏔️ Terrain \u0026amp; displacement tweaks Along with moving props and checkpoints, I resculpted several displacements, smoothed out steep hills, and scattered realistic US road signage across the map using custom models.\nThe Mapping Pipeline \u0026amp; Custom Tooling Working with large Source Engine maps in 2024+ is an adventure of its own (send help 😒).\nHammer++ Compiling a massive map like Boreas with vanilla Hammer (and after fixing some issues in the gmod\u0026rsquo;s code) is asking for crashes. I switched entirely to Hammer++ on the x64 beta branch of Garry\u0026rsquo;s Mod and used custom compilers to bypass the brushes and leafs limitations. Surprisingly, a full LDR + HDR compile only takes around 20 minutes on a Ryzen 5 3600X!\nBuilding BSPIntegrator out of frustration To pack custom models, sounds, and textures into the final .bsp, people traditionally rely on Vide. However, Vide kept crashing, corrupting files, and failing to detect dependencies on a map of this scale.\nOut of frustration, I wrote my own standalone open-source tool: BSPIntegrator. It automated the packing of the embed folder cleanly, without missing assets or corrupting the BSP header.\nWhat did I learn? Taking on someone else\u0026rsquo;s complex Source Engine project forced me to level up my mapping and modeling skills fast:\nBlender \u0026amp; Crowbar: I had to decompile .mdl files, edit collisions and meshes in Blender using Blender Source Tools, and recompile them back to .mdl cleanly. Community feedback balancing: Moving a road checkpoint sounds simple until players point out texture bugs and missing props! Reading through hundreds of comments taught me a ton about how varied server setups and roleplay communities really are. Open source mapping: Sharing the decompiled Hammer sources .vmf (with the permission of the original creator) allowed other server owners and mappers to learn from the project or make their own server-specific tweaks. 🎊 A few numbers The map quickly grew far beyond what I initially expected:\nOver 30,000 subscribers on the Steam Workshop 70,000+ unique visits 4,500+ favorites with a 5-star rating across 1,000+ reviews Included in over 34,000 player collections Seeing so many servers and community featuring my work made all the compile hours completely worth it.\nFootnote A huge thank you to Blueberry_pie for creating such an incredible foundation and for being so helpful, as well as everyone in the community who provided bug reports, suggestions, and feedback!\nIf you enjoy the map and want to support my open-source tools and projects, you can drop a small tip on Ko-fi — it really means the world! ❤️\nSteam Workshop BSPIntegrator on GitHub ","permalink":"https://itsjustmiaouss.com/projects/gm_ijm_boreas/","summary":"\u003cp\u003eFirst released on December 17, 2022 on the Steam Workshop, \u003cstrong\u003egm_ijm_boreas\u003c/strong\u003e is an overhaul of \u003cem\u003egm_boreas\u003c/em\u003e, the iconic scenic winter map originally created by \u003ca href=\"https://steamcommunity.com/id/Blueberry_pie\"\u003eBlueberry_pie\u003c/a\u003e.\u003c/p\u003e\n\u003cp\u003eThe original map is an absolute masterpiece, but there were a few specific gameplay elements, interactions, and details I always wanted to tweak for my ow server and roleplay sessions. Instead of keeping those edits to myself, I polished them up and shared them with the Garry\u0026rsquo;s Mod community!\u003c/p\u003e","title":"gm_ijm_boreas - Modifying Garry's Mod's Most Iconic Winter Map"},{"content":"As of May 28, 2023, the add-on has officially been discontinued due to time constraints. If you wish to get the addon for free instead of getting it from untrusted sources, feel free to reach me out on Discord.\nDriving Extended is an add-on made for Garry\u0026rsquo;s Mod and is available on gmodstore. It offers a better driving experience for the players and comes with 5 different modules.\nDriving Extended, what\u0026rsquo;s that? ⚙️ Engine module Vehicles in Garry\u0026rsquo;s Mod are quite easy to use - you enter them and start moving. This first module is focused on the engine.\nNow, the engine is initially off. You have to press a key to turn it on. The headlights can only be turned on when the engine is started and are automatically turned off when you turn off the engine. If the engine is left running, the vehicle will continue to consume fuel and is going to play an idle sound.\n⚙️ Seat belt module When you\u0026rsquo;re involved in a car accident, the seat belt protects you from being hurt. That\u0026rsquo;s the whole point of this module.\nThe seat belt reduces the damage received during an accident. And of course, you cannot leave your vehicle when your seatbelt is fastened.\nWhen the seatbelt is fastened, it\u0026rsquo;ll be visible to all players as a 3D model over the player model.\n⚙️ Accident module Depending on the speed of your vehicle, an accident can cause more or less damage to the players. As we have seen, the seatbelt prevents players from taking too much damage but doesn\u0026rsquo;t prevent players from being stunned or ejected through the windshield!\nAfter an accident, the vehicle\u0026rsquo;s hazard lights are automatically turned on and the engine is stopped.\nAnd there\u0026rsquo;s so much more I can\u0026rsquo;t cover here!\nWhat did I learn? Coding for Garry\u0026rsquo;s Mod with a professional perspective was quite challenging. Your code is reviewed by the moderators and they give you hints on how to make your code perform better. It\u0026rsquo;s a great way to learn because you have to find the solution and adapt your coding style for the feature you want to implement.\nOptimization is also a big topic. Garry\u0026rsquo;s Mod itself is quite old and players often to download thousands of addons, so each line of your code must be executed as quickly as possible. They have a really good article dedicated to this topic.\nIt was also the first time I launched Blender to design the 3D seatbelt model!\nQuite simply, I drastically improved the way I code (code styling, organizing my project better), learned how to support users (fixing bugs and listening to suggestions), how to create my own illustrations and how to deal with Garry\u0026rsquo;s Mod bugs and find workarrounds (really)\u0026hellip;\nWhat were my motivations? The first version of Driving Extended was published on GitHub. I spent nights finalizing this project because I loved it so much. I wanted people to see it and use it and the best way was to publish it to gmodstore. And it worked!\nFrom March 9, 2022 to May 28, 2023, the addon got a total of 12.8K views and 255 purchases. There were 33 tickets solved over this same period of time.\nFootnote Overall, it was an amazing experience! And I want to thank all the people who supported me and my project!\n","permalink":"https://itsjustmiaouss.com/projects/drivingextended/","summary":"\u003cp\u003e\u003cem\u003eAs of May 28, 2023, the add-on has officially been discontinued due to time constraints.\u003c/em\u003e\n\u003cem\u003eIf you wish to get the addon for free instead of getting it from untrusted sources, feel free to reach me out on \u003ca href=\"https://itsjustmiaouss.com/discord\"\u003eDiscord\u003c/a\u003e.\u003c/em\u003e\u003c/p\u003e\n\u003cp\u003eDriving Extended is an add-on made for Garry\u0026rsquo;s Mod and is available on \u003ca href=\"https://www.gmodstore.com/market/view/driving-extended-enjoy-driving-again-vcmod-main-els-support\"\u003egmodstore\u003c/a\u003e. It offers a better driving experience for the players and comes with 5 different modules.\u003c/p\u003e\n\u003ch1 id=\"driving-extended-whats-that\"\u003eDriving Extended, what\u0026rsquo;s that?\u003c/h1\u003e\n\u003cdiv style=\"position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;\"\u003e\n\t\t\t\u003ciframe allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen\" loading=\"eager\" referrerpolicy=\"strict-origin-when-cross-origin\" src=\"https://www.youtube.com/embed/-fRSrX_cz60?autoplay=0\u0026amp;controls=1\u0026amp;end=0\u0026amp;loop=0\u0026amp;mute=0\u0026amp;start=0\" style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;\" title=\"YouTube video\"\u003e\u003c/iframe\u003e\n\t\t\u003c/div\u003e\n\n\u003ch2 id=\"-engine-module\"\u003e⚙️ Engine module\u003c/h2\u003e\n\u003cp\u003eVehicles in Garry\u0026rsquo;s Mod are quite easy to use - you enter them and start moving. This first module is focused on the engine.\u003c/p\u003e","title":"Driving Extended - A Garry's Mod addon"}]