iLike2MoveIt - CORE
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Companion mod for the iLike2Moveit resource pack. It unlocks the parts that need code: villagers holding their trade item in their animated hands, 3D held items, chicken variants and the wolf "welcome back" reaction. Needs the pack + EMF/ETF.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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iLike2MoveIt — CORE
The companion mod for the iLike2MoveIt resource pack. The pack brings vanilla mobs to life with CEM/EMF animation; this mod is the piece that hands the animation engine the information the pack cannot read from the game on its own.
EMF animates from variables. But there are states vanilla does not expose in any useful way — has this wolf just found you again? is the fox really asleep or merely standing still? how far along is the cat in lying down on you? The mod works those states out on the client and hands them to EMF as animation variables, so the pack can react to them. Without this bridge those animations would have nothing to fire from.
Client-side only. Do not install it on a server: it does nothing there.
What it does
- Wolf — reunion. Recognises when your wolf finds you again after being apart, and fires its greeting. State is kept per UUID, so each wolf remembers its own. Greetings are staggered, so a pack of them does not greet you in unison.
- Cat — resting. Hands over the real progress of the cat lying down on you, so the transition reads as a movement instead of a jump.
- Fox — its own states. Sitting, sleeping and stalking (crouched), worked out separately because vanilla's flags do not apply to foxes.
- Chicken and pig — warm variant. Repairs the layer missing from VanillaBackport's renderer on 1.21.1, so the warm biome variants render correctly.
- Villager — trade item. The item it offers you stops being pinned to its chest and follows the model's animated hands.
- Held items. Harmonises the apparent size of any held item and seats it consistently, so a diamond, an ingot and a 3D-modelled item all sit correctly in the same place.
It also forces one EMF setting (asmMaths=false) in memory only, so you do not have to edit it by hand. Without it the villager's animation block exceeds a JVM limit and the mob silently stops animating. Your entity_model_features.json is left untouched, and uninstalling the mod gives your configuration back exactly as it was.
Requirements
- NeoForge 1.21.1 (21.1.0+)
- Entity Model Features (EMF) 3.2.4+
- Entity Texture Features (ETF) 7.1+
- VanillaBackport 1.1.7.10+ (plus Platform 1.3.3+)
- The iLike2MoveIt resource pack, enabled
Where this is going
This is the beginning. The plan is to keep widening it: more mobs with states of their own, more gestures, and better compatibility with what people already run. Bug reports and suggestions are welcome.
Community
Discord: https://discord.gg/45YFupj5Q7
Thanks
- To Traben, for Entity Model Features and Entity Texture Features — none of this would be possible without them.
- To lukidonu, for Villagers Refreshed.
- To Fresh Animations, as a reference and a source of inspiration.
License
CC BY-NC-SA 4.0. Share it, adapt it, build on it — with attribution, non-commercially, and under the same licence.

iLike2MoveIt — Core
The companion mod for the iLike2MoveIt resource pack. It hands the animation engine the information the pack cannot read from the game on its own.
Why a resource pack needs the core
EMF animates from variables. But there are states vanilla does not expose in any useful way — has this wolf just found you again? is the fox really asleep or merely standing still? how far along is the cat in lying down on you?
The mod works those states out on the client and hands them to EMF as animation variables, so the pack can react to them. Without this bridge those animations would have nothing to fire from.
What it does, mob by mob
| Mob | What the mod unlocks |
|---|---|
| Wolf | Recognises when your wolf finds you again after being apart, and fires its greeting. State is kept per UUID, so each wolf remembers its own — and greetings are staggered, so a pack of them does not greet you in unison. |
| Cat | Hands over the real progress of the cat lying down on you, so the transition reads as a movement instead of a jump. |
| Fox | Sitting, sleeping and stalking, worked out separately because vanilla's flags do not apply to foxes. Plus the sleeping "Zzz" particles, and an item carried in the mouth following the animated snout. |
| Villager | The trade item stops being pinned to its chest and follows the model's animated hands. Adds the woman variant layer, drawn between the biome outfit and the profession one. |
| Chicken and pig | Repairs the layer missing from VanillaBackport's renderer on 1.21.1, so the warm biome variants render correctly. |
| Held items | Harmonises the apparent size of any held item and seats it consistently, so a diamond, an ingot and a 3D-modelled item all sit correctly in the same place. |
Installation
- Install NeoForge for 1.21.1.
- Drop EMF, ETF, VanillaBackport and Platform into
mods/. - Drop this mod's
.jarintomods/as well. - Install the resource pack and put it above Fresh Animations in the resource pack list.
Upgrading from 0.1.0-beta? Delete the old jar first. The mod's internal id changed, so if both files sit in mods/ the game loads them as two separate mods and applies the same patches twice.
FAQs
Frequently Asked Questions
The mobs are not animating — they just stand there.
That is what this mod is for. EMF compiles each animation into a single method, and the pack's villager animation is large enough to blow past a hard limit in Java. When that happens the mob silently stops animating and nothing in the log tells you why.
The mod sets EMF's asmMaths option to false on its own, in memory only — your config/entity_model_features.json is never rewritten, and uninstalling the mod leaves your settings exactly as they were. If you would rather not install it, set "asmMaths": false in that file by hand and restart.
If it still does not animate, check the load order: the pack has to be above Fresh Animations.
Do I need this mod to use the pack?
No. The pack works on its own as long as you set asmMaths yourself. What you lose without the mod is everything in the table above: the trade item following the hands, the fox's Zzz, the wolf greeting, the cat's lie-down progress and the warm chicken and pig variants.
Do I need the resource pack to use this mod?
Yes, in practice. The mod starts fine without it, it simply has nothing to animate.
Can I use it on a server?
No, and you do not need to. It is client-side: nothing here runs on a server, and nobody else needs to install it.
Does it work on Fabric?
No. It is built for NeoForge and uses mixins specific to it.
Which Minecraft versions?
Only 1.21.1. The dependency is declared as an exact match, not a range — mixins break in ways that are hard to diagnose when the target classes shift.
Why does it need VanillaBackport?
Two of the mixins repair its chicken and pig renderers. It is a hard requirement: without it the game will not start with this mod installed.
Are Modefite and Weskerson's 3D Items required?
No, both are optional, and they work as a pair. Weskerson's provides the 3D meshes for held items; Modefite is what makes Minecraft 1.21.1 able to load them. With both installed, this mod measures the 3D model that is actually drawn and seats it correctly in the villager's hands or the fox's mouth. With neither, held items fall back to the flat sprite and still sit where they should.
License
CC BY-NC-SA 4.0 — share it, adapt it, build on it, with attribution, non-commercially, and under the same licence.
Thanks
- Traben, for Entity Model Features and Entity Texture Features — none of this would be possible without them.
- lukidonu, for Villagers Refreshed.
- Fresh Animations, as a reference and a source of inspiration.
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