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stunnable
stunnable — screenshot 1

🟢 Stunnable Mod

A minimal, high-performance client-side Fabric mod that adds highly customizable, reactive visual rendering boxes and outlines around target players within reach range.

Perfect for maintaining spatial awareness and monitoring stun / interaction ranges with fluid animations, rainbow effects, and breathing transitions. 🌟


📋 Table of Contents


⚡ Quick Start

  1. Ensure you have:

    • Fabric Loader
    • Fabric API
    • Cloth Config
    • AutoConfig
  2. Drop the stunnable.jar file into your:

.minecraft/mods
  1. Launch the game.

  2. Open the configuration screen directly through ModMenu. 🛠️

Customize:

Perfectly tune the HUD style to your preference.


🧠 How It Works — Core Architecture

The mod operates entirely client-side, hooking directly into Minecraft's rendering lifecycle to draw smooth overlays around nearby targets. 🖥️


🔄 Core Initialization

The mod uses standard Fabric entry points for initialization and configuration setup.

StunnableClient

Implements:

ClientModInitializer

Responsible for:


Stunnable

Implements:

ClientModInitializer

Responsible for:


🎨 Rendering Lifecycle Hook

Inside Stunnable.java, the mod subscribes to:

WorldRenderEvents.END_MAIN.register(context -> {
    ...
});

This ensures:


📐 Positioning & Calculation Pipeline

🎯 Reach Restrictions

The mod dynamically extracts player interaction range using entity attributes:

double reach = mc.player.getAttributeValue(Attributes.ENTITY_INTERACTION_RANGE);

📦 Relative Delta Rendering

Bounding boxes are translated into camera-relative local coordinates to eliminate render jitter:

AABB box = player.getBoundingBox().move(-camPos.x, -camPos.y, -camPos.z);

🚫 Target Exclusions

The renderer loops through loaded players while excluding the local player:

if (player != mc.player && playerPos.distanceTo(player.position()) <= reach)

⚙️ Configuration Options

The mod includes a complete configurable rendering system accessible through:


🖼️ Render Category

Controls:

Option Type Default Purpose
fillColor Color Picker (Hex) 0x00FF00 Inside box face color
outlineColor Color Picker (Hex) 0x00FF00 Bounding edge color
onlyOutline Boolean false Disables fill rendering
fillOpacity Bounded Discrete (0-100) 50 Fill transparency
outlineWidth Bounded Discrete (1-5) 2 Line thickness

🌈 Effects Category

Handles:

Option Type Default Purpose
rainbowMode Boolean false Enables HSV rainbow cycling
rainbowSpeed Bounded Discrete (1-20) 5 Hue transition speed
rainbowFillOnly Boolean true Rainbow affects fill only
breathingEnabled Boolean false Enables opacity breathing
breathingSpeed Bounded Discrete (1-20) 5 Breathing cycle speed
breathingStrength Bounded Discrete (0-100) 50 Breathing intensity

✨ Visual Effects System


🌈 Color Mathematics (HSV → RGB)

When rainbow mode is enabled, colors are generated dynamically using time-synchronized HSV calculations.

This creates:

private int hsvToRgb(float hue, float saturation, float value) {
    int h = (int) (hue * 6);
    float f = hue * 6 - h;
    float p = value * (1 - saturation);
    float q = value * (1 - f * saturation);
    float t = value * (1 - (1 - f) * saturation);

    float r, g, b;

    switch (h % 6) {
        case 0 -> {
            r = value;
            g = t;
            b = p;
        }
        case 1 -> {
            r = q;
            g = value;
            b = p;
        }
        case 2 -> {
            r = p;
            g = value;
            b = t;
        }
        case 3 -> {
            r = p;
            g = q;
            b = value;
        }
        case 4 -> {
            r = t;
            g = p;
            b = value;
        }
        case 5 -> {
            r = value;
            g = p;
            b = q;
        }
        default -> {
            r = 0;
            g = 0;
            b = 0;
        }
    }

    return ((int) (r * 255) << 16)
        | ((int) (g * 255) << 8)
        | (int) (b * 255);
}

🫁 Breathing Mathematics

The breathing system modifies opacity using a smooth trigonometric sine wave cycle:

float cycle = (float) (
    Math.sin(time * config.breathingSpeed * 0.003)
    * 0.5 + 0.5
);

float strength = config.breathingStrength / 100f;

breathMod = 1f - (
    1f - (0.3f + 0.7f * cycle)
) * strength;

This produces:


📐 Low-Level Vertex Buffers

Rendering is handled natively through Minecraft's internal vertex pipelines using VertexConsumer.


🟩 Filled Boxes

Uses:

RenderTypes.debugFilledBox()

Constructs all six faces manually:

Example:

buffer.addVertex(pose, minX, minY, minZ)
    .setColor(r, g, b, a);

buffer.addVertex(pose, maxX, minY, minZ)
    .setColor(r, g, b, a);

buffer.addVertex(pose, maxX, minY, maxZ)
    .setColor(r, g, b, a);

buffer.addVertex(pose, minX, minY, maxZ)
    .setColor(r, g, b, a);

📏 Outline Boxes

Uses:

RenderTypes.LINES

Maps explicit line segments across bounding coordinates with normals and width parameters.

private void vertex(
    Matrix4f pose,
    VertexConsumer buffer,
    float x,
    float y,
    float z,
    float r,
    float g,
    float b,
    float a,
    float nx,
    float ny,
    float nz,
    float w
) {
    buffer.addVertex(pose, x, y, z)
        .setColor(r, g, b, a)
        .setNormal(nx, ny, nz)
        .setLineWidth(w);
}

🔌 Integration & ModMenu

The mod integrates directly with ModMenu for instant GUI configuration access.


📄 ModMenuIntegration.java

package frqme.isa.dev.stunnable.config;

import com.terraformersmc.modmenu.api.ConfigScreenFactory;
import com.terraformersmc.modmenu.api.ModMenuApi;
import me.shedaniel.autoconfig.AutoConfig;

public class ModMenuIntegration implements ModMenuApi {

    @Override
    @SuppressWarnings("removal")
    public ConfigScreenFactory<?> getModConfigScreenFactory() {
        return parent ->
            AutoConfig
                .getConfigScreen(ModConfig.class, parent)
                .get();
    }
}

This automatically bridges:

Without requiring:

🛠️

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

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