Simple Custom Early Loading
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Allows to customize the Neoforge and Forge early loading screen
Does not follow a specific thematic focus apart from vanilla Minecraft.
Used for mods with little to no gameplay elements.
Improves the visual aspects of the game with better textures, models, etc.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Adds tools to customize the user interface and menus.
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Description
This mod allows the customization of Neoforge's early loading screen.
There is also a quite "hacky" version for Forge 1.20.1, 1.20.2, 1.20.4, 1.20.6.
I do not plan to continue supporting any other Forge versions due to technical reasons.
For newer versions, please use the NeoForge.
Currently, the window is not able to dynamically change its resolution when the window is resized.
I won't allow removing the Mojang logo.
Features:
- add and position custom images (see supported image formats)
- toggle and change the position of the progress bar
- toggle performance bar
- toggle NeoForge's fox
- toggle bottom left log
- toggle NeoForge's version (bottom right)
Installation - NeoForge:
- place the jar in the mods folder
- modify the
config/fml.tomlfile
# Early window provider
earlyWindowProvider = "SimpleCustomEarlyLoading"
# ... Other options ...
# Optionally set the window to be maximized
earlyWindowMaximized = true
Installation - Forge:
- place the jar in the mods folder
- forge version requires default
config/fml.tomlvalue
#Early window provider
earlyWindowProvider = "fmlearlywindow"
3 - Optional: update options.txt: darkMojangStudiosBackground:true
Unfortunately, the override is applied quite late, which may result in the original red early loading (or a white screen) to "flash" on the very game start. I can't do anything about that.
However, the red color of the original loading can be changed using darkMojangStudiosBackground:true in options.txt.
Supported image formats:
Animated images:
- APNG - must be created without unchanged pixels detection (each frame is rendered from scratch). The animation will respect the image timing and repeat count.
Static images:
- JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib
- PNG 1/2/4/8/16-bit-per-channel
- TGA (not sure what subset, if a subset)
- BMP non-1bpp, non-RLE
- PSD (composited view only, no extra channels, 8/16 bit-per-channel)
- GIF (renders only single static frame, use APNG instead)
- HDR (radiance rgbE format)
- PIC (Softimage PIC)
- PNM (PPM and PGM binary only)
Configuration / Source code
For configuration instructions and the source code check the GitHub repository.
This mod allows the customization of Neoforge's early loading screen.
There is also a quite "hacky" version for Forge 1.20.1, 1.20.2, 1.20.4, 1.20.6.
I do not plan to continue supporting any other Forge versions due to technical reasons.
For newer versions, please use the NeoForge.

Currently, the window is not able to dynamically change its resolution when the window is resized.
I won't allow removing the Mojang logo.
Features:
- add and position custom images (see supported image formats)
- toggle and change the position of the progress bar
- toggle performance bar
- toggle NeoForge's fox
- toggle bottom left log
- toggle NeoForge's version (bottom right)
Installation - NeoForge:
- place the jar in the mods folder
- modify the
config/fml.tomlfile
# Early window provider
earlyWindowProvider = "SimpleCustomEarlyLoading"
# ... Other options ...
# Optionally set the window to be maximized
earlyWindowMaximized = true
Installation - Forge:
- place the jar in the mods folder
- forge version requires default
config/fml.tomlvalue
#Early window provider
earlyWindowProvider = "fmlearlywindow"
3 - Optional: update options.txt: darkMojangStudiosBackground:true
Unfortunately, the override is applied quite late, which may result in the original red early loading (or a white screen) to "flash" on the very game start. I can't do anything about that.
However, the red color of the original loading can be changed using darkMojangStudiosBackground:true in options.txt.
Supported image formats:
Animated images:
- APNG - must be created without unchanged pixels detection (each frame is rendered from scratch). The animation will respect the image timing and repeat count.
Static images:
- JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib
- PNG 1/2/4/8/16-bit-per-channel
- TGA (not sure what subset, if a subset)
- BMP non-1bpp, non-RLE
- PSD (composited view only, no extra channels, 8/16 bit-per-channel)
- GIF (renders only single static frame, use APNG instead)
- HDR (radiance rgbE format)
- PIC (Softimage PIC)
- PNM (PPM and PGM binary only)
Configuration / Source code
For configuration instructions and the source code check the GitHub repository.
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