This mod adds Facade support for all most cables/blocks in the game !
You can manually add entries in the config file at cable_facades-common.toml
#List of blocks that are allowed to be covered. Supports '*' as a wildcard.
blocks = ["pipez:*_pipe", "mekanism:*_cable", "etc.."]
Tag is also available for blocks #cable_facades:supports_facade
Share your configs in our Discord so that we expand support !

When holding a wrench:


Coming soon:
- 1.21.1
- Connected Textures support
- Light Emitting Blocks
- Light Obstruction
Looking for a server?
Hey, if you are looking for a way to play modded minecraft with your friends and also want to support me, I highly recommend using Bisect Hosting. They provide amazing 24/7 support, fast response times and affordable prices! In fact, they even provided a discount code to get 25% off your first purchase.
Thank you!
All Versions
+ Add Version| Name | Game version | Platforms | Published | Downloads | Actions |
|---|---|---|---|---|---|
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
|
R
1.6.1
|
1d ago | 1 | |||
|
R
1.3.2
|
1d ago | 1 | |||
| 1d ago | 1 | ||||
|
R
1.5.1
|
1d ago | 1 | |||
|
R
1.2.3
|
1d ago | 1 | |||
|
R
1.3.1
|
1d ago | 1 | |||
|
R
1.5.0
|
1d ago | 1 | |||
|
R
1.3.0
|
1d ago | 1 | |||
|
R
1.2.2
|
1d ago | 1 | |||
|
R
1.2.3
|
1d ago | 1 | |||
|
R
1.4.1
|
1d ago | 1 | |||
|
R
1.2.2
|
1d ago | 1 | |||
|
R
1.2.1
|
1d ago | 1 | |||
|
R
1.2.1
|
1d ago | 1 | |||
|
R
1.4.0
|
1d ago | 1 | |||
|
R
1.3.0
|
1d ago | 1 | |||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
|
R
1.2.0
|
1d ago | 1 | |||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
|
R
1.1.2
|
1d ago | 1 | |||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
|
R
1.1.1
|
1d ago | 1 | |||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 |
Changes:
- Fixed a crash when rendering facades of some blocks with Sodium 0.8 (Create Deco catwalks on directional facades and covers)
- Fixed facades of some blocks rendering as invisible with Sodium 0.8 and CodeChickenLib installed (Create Deco supports)
Changes:
- Fixed a crash when rendering facades of some blocks with Sodium 0.8 (Create Deco catwalks on directional facades and covers)
- Fixed facades of some blocks rendering as invisible with Sodium 0.8 and CodeChickenLib installed (Create Deco supports)
Changes:
- Fixed world freeze when loading chunks containing structures with facades (jigsaw villages, structure block placements during worldgen)
- Fixed facades not rendering after reloading a world or switching dimension, by mimicking NeoForge's ChunkWatchEvent.Sent timing via a ChunkMap mixin
Changes:
- Fixed world freeze when loading chunks containing structures with facades (jigsaw villages, structure block placements during worldgen)
- Fixed facades not rendering after reloading a world or switching dimension, by mimicking NeoForge's ChunkWatchEvent.Sent timing via a ChunkMap mixin
Changes:
- Fixed world freeze when loading chunks containing structures with facades (jigsaw villages, structure block placements during worldgen)
Changes:
- Fixed world freeze when loading chunks containing structures with facades (jigsaw villages, structure block placements during worldgen)
fix crassh when either sodium or iris aren't installed
Cable Facades 2.1.1 for 26.1.2
Changes:
- Fixed a crash when looking at facades on EnderIO, AE2, Powah, Laser IO, and other modded cables with Iris + Sodium installed
- Fixed a follow-up "Missing sampler Sampler1" crash with PBR shader packs (BSL, etc.) on top of Iris + Sodium when moving around
- Facades now carry the facade block's identity into the Iris shader vertex stream, so shader packs that read block IDs render facades as the disguising block instead of the underlying cable
Changes:
- Fixed a crash when looking at facades on EnderIO, AE2, Powah, Laser IO, and other modded cables with Iris + Sodium installed
- Fixed a follow-up "Missing sampler Sampler1" crash with PBR shader packs (BSL, etc.) on top of Iris + Sodium when moving around
- Facades now carry the facade block's identity into the Iris shader vertex stream, so shader packs that read block IDs render facades as the disguising block instead of the underlying cable
Changes:
- Fixed facades persisting as ghost blocks when switching dimensions, changing worlds, or disconnecting from servers
- Fixed individually placed directional facades not being cleaned up when their chunk unloads
- Fixed removing a directional facade face from a position that has a full-block facade accidentally deleting the full-block facade
- Fixed directional facades from Fusion/Rechiseled rendering as invisible due to per-layer quad filtering
Changes:
- Fixed facades persisting as ghost blocks when switching dimensions, changing worlds, or disconnecting from servers
- Fixed individually placed directional facades not being cleaned up when their chunk unloads
- Fixed removing a directional facade face from a position that has a full-block facade accidentally deleting the full-block facade
- Added connected texture support for Fusion and CTM based mods (Rechiseled, Connected Glass, Chisel, etc.)
- Fixed Fusion connected texture facades rendering as invisible due to missing render layer context
- Fixed transparent facades (like Connected Glass) rendering with black pixels instead of transparency
- Facades now properly connect with adjacent facades when using connected texture mods
Changes:
- Fixed facades persisting as ghost blocks when switching dimensions, changing worlds, or disconnecting from servers
- Fixed individually placed directional facades not being cleaned up when their chunk unloads
- Fixed removing a directional facade face from a position that has a full-block facade accidentally deleting the full-block facade
- Fixed directional facades from Fusion/Rechiseled rendering as invisible due to per-layer quad filtering
Changes:
- Fixed facades persisting as ghost blocks when switching dimensions, changing worlds, or disconnecting from servers
- Fixed individually placed directional facades not being cleaned up when their chunk unloads
- Fixed removing a directional facade face from a position that has a full-block facade accidentally deleting the full-block facade
<p>no more lag,</p>
<p>no more shader issues</p>
<p>added directional facades</p>
<p>all fun</p>
<p>no more lag,</p>
<p>no more shader issues</p>
<p>added directional facades</p>
<p>all fun</p>
<p>adds directional facades and a lot of backend refactoring. </p>
<p><img src="https://media.forgecdn.net/attachments/1140577/changelog/changelog_633cfb7b-12a2-4e7b-8ce5-fa4e8268c5ab.png"></p>
<p> </p>
<p>added japanese lang (thanks to the person who made the PR)</p>
<p>fixed Air crash sometimes</p>
<ul>
<li>Prevent placing blocks from the offhand while holding a wrench item. This allows the player to hold a block in their offhand, and remove a facade without placing that block.</li>
<li>Add a new behavior to empty facades where holding a block in the off-hand will use that block as the facade material. This matches how Create's copycats work.</li>
</ul>
<p><a href="https://github.com/Porting-Dead-Mods/Cable-Facades/commit/2a2dab6069cc4e3701678bc5f985da2085f721e7" rel="nofollow">fix bad usage of getBlockstate</a> (little performance boost (server wise))</p>
<p> </p>
<p> </p>
<pre>added an API for mod developer and prep for addon</pre>
</div>
