Description:
● CRR F9 nagrywaj F8 status strip at the bottom confirms it is active./crr stop. The file saves in the background; keep playing immediately./crr list in-world./crr play <id>. A cinematic free camera activates inside the current world.Cinematic Replay Recorder is a Java Edition 1.20.1 (Fabric) mod that automatically records your full game session — player movement, nearby entity activity, block changes, particles, world time, and weather — from world load until you stop or exit. Recordings play back through a smooth cinematic free camera inside the live 3D world.
The system is built for stability and scale: recording focuses on nearby entities, deduplicates repeated block-state changes, ignores synthetic neighbour notifications, enforces memory and per-tick limits, and flushes saves asynchronously so large fights, farms, and long timelines replay reliably.
If the Epic Fight mod is installed, a lightweight first-stage compatibility bridge records and replays basic battle-mode states each tick, so combat idle, walk, run, and weapon holding poses appear correctly in the replay. When Epic Fight is absent, the system is a strict no-op; no regressions or errors occur.
/crr status reports tick cost, world-change count, duplicate states skipped, memory usage, disk I/O times, and async write queue depth.Recording starts automatically when you load a world. Manual controls:
| Action | Hotkey | Command |
|---|---|---|
| Start recording | F9 (tap) | /crr start |
| Stop and save | Sneak + F9 | /crr stop |
| Check status / profiling | F8 | /crr status |
| Bookmark a moment | — | /crr marker <name> |
| Save a camera keyframe | — | /crr keyframe <name> |
When you stop recording, the file is saved asynchronously in the background — no freeze, no FPS drop.
From the title screen:
While in-world (commands):
| Command | Effect |
|---|---|
/crr list | List all recordings for this world |
/crr play <id> | Start playback at normal speed |
/crr play <id> <speed> | Start at a specific speed (0.05–8.0) |
/crr speed <value> | Change playback speed while playing |
/crr delete <id> | Permanently delete a recording |
/crr status | Show profiling and debug data |
Each replay actor is one persistent entity instance created at playback start and kept alive until playback ends. Every game tick the simulation writes position, yaw, pitch, body yaw, head yaw, velocity, sprint/crouch/swim/pose, equipment, limb swing, bow pull progress, crossbow charge state, hurt time, death time, animation state, and — when Epic Fight is present — a basic combat-state packet. The vanilla renderer interpolates between snapshots using the partial-tick value. Render code never mutates the actor's transform.
Simulated tick catch-up is bounded to a maximum of 8 replay ticks per render frame to prevent single-frame freezes during lag spikes.
When Epic Fight is installed, the mod activates a lightweight first-stage compatibility bridge. At startup the bridge logs whether Epic Fight was detected. Each entity tick a compact combat-state snapshot is saved alongside the normal replay data. No full model or skeleton data is stored — only eight lightweight fields:
What is recorded each tick:
| Field | Description |
|---|---|
| Battle mode enabled | Whether the entity has pressed R to enter battle mode |
| Combat locomotion state | Current movement type: vanilla, combat_idle, combat_walk, or combat_run |
| Combat idle state | True when in battle mode and standing still |
| Combat walk state | True when in battle mode and walking |
| Combat run state | True when in battle mode and running/sprinting |
| Weapon category | Epic Fight weapon type, or the held item ID if not registered |
| Combat pose | Current holding/combat pose name |
| Pose transition state | battle or vanilla, tracking the mode-switch transition |
What is replayed:
Supported states (stage one):
Not yet recorded (future stages):
When Epic Fight is absent:
The entire Epic Fight recording and playback path is completely inactive. Vanilla replay behaviour is unchanged.
The trident (and any harpoon-like item) stays attached to the hand at all times. After vanilla applies the hand transform, the item model is rotated 180° horizontally so the tip always points forward during idle, ready-to-throw, aiming, and throw phases. Only the item's local rotation is adjusted — the hand pose and arm animation are unchanged.
Hurt flash triggered at the correct recorded tick, death rotation using the recorded angle, full vanilla 20-tick countdown, entity not removed until animation completes, death particles spawned at the correct position and tick.
Each player's full profile is serialised into the recording: UUID, display name, texture data, slim/default model flag, and the complete skin overlay layer mask (hat, jacket, sleeves, pants, cape).
Pressing , (comma) toggles pause. While paused, all entity ticks, world and block-entity ticks, particle emission, block updates, AI, movement, and animation are frozen globally. Only the camera can move.
| Key | Action |
|---|---|
| , (comma) | Play / Pause (freezes entire replay world) |
| I | Seek −3 seconds |
| K | Seek +3 seconds |
Press O to enter Orbit mode. The camera tracks and orbits the replay target.
| Property | Value |
|---|---|
| Minimum radius | 6 blocks |
| Default radius | 9 blocks |
| Maximum radius | 48 blocks |
| Control | Action |
|---|---|
| Mouse left/right | Rotate orbit azimuth |
| Mouse up/down | Tilt orbit elevation |
| ← / → | Rotate azimuth (keyboard) |
| ↑ / ↓ | Tilt elevation (keyboard) |
| W | Zoom in (decrease radius) |
| S | Zoom out (increase radius) |
Press O again to return to free camera mode.
Keyframes are cleared when you exit playback.
| Action | Key / Input |
|---|---|
| Move forward | W (hold) |
| Move backward | S (hold) |
| Strafe left | A (hold) |
| Strafe right | D (hold) |
| Rise | Space (hold) |
| Descend | Shift (hold) |
| Look / rotate | Mouse |
| Rotate left / right | ← / → |
| Tilt up / down | ↑ / ↓ |
| Key | Action |
|---|---|
| , (comma) | Toggle pause / resume (freezes entire replay world) |
| I | Seek −3 seconds |
| K | Seek +3 seconds |
| H | Show / hide the HUD overlay |
| O | Toggle orbit camera mode |
| J | Add a camera keyframe at current position |
| C | Toggle keyframe path playback |
| 1 | Speed ×0.25 |
| 2 | Speed ×0.5 |
| 3 | Speed ×1 (normal) |
| 4 | Speed ×2 |
| 5 | Speed ×4 |
| Tab | Cycle through recorded dimensions |
| ESC | Open menu → exit playback |
All other keys — inventory, map, mod menus, and gameplay hotkeys — are blocked while replay is active.
| Default Key | Action |
|---|---|
| F9 | Tap to start recording; Sneak + tap to stop and save |
| F8 | Display current recording / profiling status |
| [ | Decrease playback speed |
| \ | Reset playback speed to ×1 |
| ] | Increase playback speed |
A semi-transparent panel near the bottom of the screen shows:
0:12 / 0:45).PLAY (green) or PAUSE (amber)., = pause/play I = rewind K = forwardThe panel fades to a compact strip after inactivity and reappears when the camera moves. Press H to toggle the overlay entirely.
A small ● CRR F9 nagrywaj F8 status strip confirms recording is active. When a replay is playing via command while in-world, the strip also shows elapsed time, playback speed, frame count, block-change count, marker count, and keyframe count.
Press ESC and select the exit option. This is the only supported exit method. On exit:
Important: There is no quick-exit key. Use ESC → exit exclusively.
There are no crafting recipes or special items — the mod is fully automatic and keybind/command-driven.
Recommended workflow:
/crr status./crr marker <name> before fights, builds, or events you want to revisit./crr stop. The file saves asynchronously with no freeze./crr status if you notice stutters — the profiling output shows tick cost, world-change count, duplicate states skipped, estimated heap usage, disk I/O times, and async write queue depth./crr delete <id> to free disk space./crr play <id> while in-world./crr status.Press Shift+M to open the Super Duper Stuff Menu — a sleek item browser that hides vanilla items and creates alphabetically sorted tabs for each installed mod while still offering smart categories like Building Blocks, Cool Weapons, Tasty Treats, Wacky Mobs, and Magical Stuff; click any item to instantly add a full stack to your inventory, scroll lists with the mouse wheel or the ▲/▼ buttons, and close with ESC or M. The menu now features louder looping shop music and an animated outer glow that pulses in time with the tune around the existing rainbow border for a flashier, beat-driven presentation; the selected tab is highlighted in yellow and empty categories show a helpful message.

Steam Power layers full steampunk energy into survival: collect water and fuel to run boilers, build copper pipe networks and Filling Stations to fill Steam Tanks and Portable Steam Tanks that power machines, vehicles, pistons and wearable gear, and hook into a pneumatic-style item network with Steam Transferers, Steam Item Transfer Pipes and Steam Conveyor Belts alongside copper construction pieces, snap-on panels, Steam Lamps and a Steam Rain Generator. Wearable and utility gear include a chest-mounted Steam Jetpack, merged steam boots and pants, a Steam Rifle and Steam Powered Fan, copper panel doors and transparent ladders, a 27-slot Streamers Chest, retained-steam vehicle support, a compact Steam Sorting Junction for automated routing, and a mid-game two-block Steam Hammer that accepts damaged tools/weapons/armor plus repair materials to perform advanced steam repairs and even bypass vanilla Too Expensive limits with a chance to produce Tempered items (+5% attack, +5% max durability). The placeable Steam Gatling Turret is a brass/copper defense emplacement you mount by right-click (right-click or sneak to dismount), loads up to 256 iron nuggets (or via hoppers), draws steam from your network and fires fast iron-nugget projectiles at about 9 shots per second dealing 4 damage (2 hearts) with animated barrels and mechanical sounds, tracks your view within its traverse limits and now reaches out to 32 blocks for long-range defense.

Adds a craftable Fire Alarm Speaker block (recipe uses redstone, iron ingots, and a note block) that you can place from the Redstone creative tab and mine with a pickaxe. The speaker continuously scans a 15-block radius for regular fire, soul fire, and lit campfires; when it detects fire it flips to an active visual state, repeatedly plays alarm-like sounds and note particles, and stays alarming until all nearby fire is out. While alarming it emits full redstone power so you can wire it into lights, doors, or other contraptions for automated warnings and safety systems.

Phantom Facade adds a placeable decorative block that can impersonate any other block: place a Phantom Facade then right-click it while holding any block item to change its appearance, with action-bar feedback and the disguise preserved across saves and synced in multiplayer. By default facades are non-solid so players and mobs can walk through them and they drop as items for easy relocation; right-clicking a Phantom Facade with a stick now toggles a locked/unlocked state—locked facades gain a full-block collision so no one can enter, while unlocked facades remain pass-through. You can craft them from glass and an ender pearl or find them in the Creative inventory; use a block item to disguise and a stick to seal or open, and the lock state is saved and synced for multiplayer.

The Cave Glow Marker is a handheld light source for exploring dark caves — drop it on the ground to instantly create a bright light that keeps darkness at bay while you mine or explore. Picking it up immediately removes the placed light so it won't linger, and you can stack up to 25 in a single inventory slot for long expeditions.
This mod is licensed under the CreativeMode Mods License.