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Embers Text API

Embers Text API

by TysonTheEmber • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

Header Banner

A library mod that gives full control over animated, styled text overlays. Display rich on-screen messages with effects like rainbow gradients, neon glows, typewriter reveals, glitch distortion, and more… all composable and stackable.

Rainbow - cycling colors

Neon - SDF glow halo

Typewriter - character-by-character reveal

Glitch - digital distortion

Matrix - scramble and resolve

Shatter - text breaks apart

Click any preview - every effect has an animated example in the docs.

***

Features

  • Visual Effects: Rainbow, gradient, glitch, wave, shake, pulse, outline, and more… per-character and stackable
  • Neon Glow: SDF-based halos around glyphs, with color, radius, softness, and pulse control
  • Animations: Typewriter text, obfuscate reveal/hide, scrolling marquees
  • Message Effects: Whole-message motion like slam, shatter, matrix, slide, breathe, and spin
  • Markup Parser: XML-style tags for easy text styling <rainbow>, <wave>;, <neon>, [slam]
  • MSDF Font Rendering: Crisp TrueType/OpenType fonts at any scale using Multi-Channel Signed Distance Fields with sharp corner reproduction
  • Inline Rendering: Items and entities within text
  • Server-Side Control: Send styled messages from server to clients
  • Highly Customizable: Per-character effects, gradients, backgrounds, anchors, and queue channels

Commands

Command Description
/eta send player duration text Send a styled message
/eta queue player channel definition Queue sequential messages on a channel
/eta test id Play a built-in demo message
/eta test effect name Preview an individual effect
/eta test combo effects Preview effect combinations

For Developers

Embers Text API provides a full Java API for sending styled messages from the server. Register custom effects, parse markup, or build spans programmatically.

Check the documentation for integration guides and API reference.


For Pack Devs

  • This is a library/api mod, it does nothing in gameplay on its own, but the command system lets you create and test effects in-game, and the inline markup (like <rainbow> or <neon>) styles item names, tooltips, and quest descriptions!
  • Safe to include in any pack.
  • Great for quest descriptions, tips, boss introductions, or any stylish text overlay.
  • Works with KubeJS and datapacks! v3 includes built in KubeJS support!

Documentation

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.20.1
Forge
20h ago 1
26.2
Neoforge
20h ago 1
26.1.x
Neoforge
20h ago 1
1.21.1
Neoforge
20h ago 1
26.2
Fabric
20h ago 1
26.1.x
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
1.21.1
Fabric
20h ago 1
26.1.x
Fabric
20h ago 1
26.2
Neoforge
20h ago 1
26.1.x
Neoforge
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Forge
20h ago 1
26.2
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
26.2
Neoforge
20h ago 1
1.21.1
Neoforge
20h ago 1
26.1.x
Neoforge
20h ago 1
26.2
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
26.1.x
Fabric
20h ago 1
1.21.1
Fabric
20h ago 1
1.21.1
Neoforge
20h ago 1
26.1.x
Neoforge
20h ago 1
26.2
Neoforge
20h ago 1
1.20.1
Forge
20h ago 1
1.20.1
Fabric
20h ago 1
26.1.x
Fabric
20h ago 1
26.2
Fabric
20h ago 1
1.21.1
Fabric
20h ago 1
26.2
Neoforge
20h ago 1
26.1.x
Neoforge
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Forge
20h ago 1
26.2
Fabric
20h ago 1
26.1.x
Fabric
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
26.1.x
Neoforge
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Forge
20h ago 1
26.1.x
Fabric
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
26.1.x
Neoforge
20h ago 1
1.21.1
Neoforge
20h ago 1
26.1.x
Fabric
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Neoforge
20h ago 1
1.21.1
Fabric
20h ago 1
26.1.x
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
26.1.x
Neoforge
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Forge
20h ago 1
1.20.1
Fabric
20h ago 1
26.1.x
Neoforge
20h ago 1
1.21.1
Fabric
20h ago 1
26.1.x
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Fabric
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Fabric
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
1.21.1
Neoforge
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
1.20.1
Fabric
20h ago 1
1.21.1
Neoforge
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Neoforge
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
1.20.1
Fabric
20h ago 1
1.21.1
Neoforge
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Fabric
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Fabric
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Fabric
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Fabric
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Fabric
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Forge
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
1.21.1
Neoforge
20h ago 1
1.21.1
Fabric
20h ago 1
1.20.1
Fabric
20h ago 1
1.21.1
Neoforge
20h ago 1
1.20.1
Forge
20h ago 1
# Changelog

## v3.0.4 (2026-09-16)

  • Markup renders in text that mods draw as a plain string, such as Better Advancements
titles, which come from getString() and never reached the component parser.
Font.drawInBatch(String), Font.prepareText(String) and Font.width(String) route
strings with real markup through the component path. Plain text with a stray < or
> is untouched. Font.split(String) and wordWrapHeight(String) still measure the
raw string, so a wrapped plain-string label may wrap early.
  • <neon> halos now follow every drawn quad of a glyph: they rotate with <pendulum>
and <swing>, clip to each <glitch> slice, use the fill colour and grow by the
border width with <outline>, and match the random glyph drawn by <obfuscate>.
  • SDF fonts render with a cleaner edge. The text shader now measures the pixel
footprint of each glyph from the atlas mapping itself, so rotated text (<pendulum>,
<swing>) gets the same one pixel edge as straight text, the old edge sharpening that
thinned every stroke is gone, and small text gets a light stem darkening that fades out
above roughly GUI scale 4. <bold> on an SDF font that has no _bold variant now
emboldens instead of drawing nothing extra, and a custom px_range in a font manifest
is honoured by the shader rather than assumed to be 8. Glyph bearings now use the real
margin of each baked glyph instead of a fixed pad, so wide and narrow letters no longer
sit up to half a unit apart from where the font places them. The on-disk SDF cache
format bumped to version 2 and rebuilds itself on first launch.
  • Unknown or out-of-range effect params log one warning per effect and param per
session, with a pointer to the docs.
  • The KubeJS binding now ships on Forge 1.20.1, Fabric 1.20.1 and NeoForge 26.1 as well
as NeoForge 1.21.1. The EmbersText global and the EmbersTextEvents.itemTooltip
client event are the same on all four. The remaining targets have no KubeJS release to
bind to.
  • EmbersText.effects() returns a sorted list of every registered effect name, so a
script can see what the installed version accepts.
  • EmbersText.clearItemNames() drops every rule registered with itemName, so a startup
script can reload from a clean rule set.

# Changelog

## v3.0.4 (2026-09-16)

  • Markup renders in text that mods draw as a plain string, such as Better Advancements
titles, which come from getString() and never reached the component parser.
Font.drawInBatch(String), Font.prepareText(String) and Font.width(String) route
strings with real markup through the component path. Plain text with a stray < or
> is untouched. Font.split(String) and wordWrapHeight(String) still measure the
raw string, so a wrapped plain-string label may wrap early.
  • <neon> halos now follow every drawn quad of a glyph: they rotate with <pendulum>
and <swing>, clip to each <glitch> slice, use the fill colour and grow by the
border width with <outline>, and match the random glyph drawn by <obfuscate>.
  • SDF fonts render with a cleaner edge. The text shader now measures the pixel
footprint of each glyph from the atlas mapping itself, so rotated text (<pendulum>,
<swing>) gets the same one pixel edge as straight text, the old edge sharpening that
thinned every stroke is gone, and small text gets a light stem darkening that fades out
above roughly GUI scale 4. <bold> on an SDF font that has no _bold variant now
emboldens instead of drawing nothing extra, and a custom px_range in a font manifest
is honoured by the shader rather than assumed to be 8. Glyph bearings now use the real
margin of each baked glyph instead of a fixed pad, so wide and narrow letters no longer
sit up to half a unit apart from where the font places them. The on-disk SDF cache
format bumped to version 2 and rebuilds itself on first launch.
  • Unknown or out-of-range effect params log one warning per effect and param per
session, with a pointer to the docs.
  • The KubeJS binding now ships on Forge 1.20.1, Fabric 1.20.1 and NeoForge 26.1 as well
as NeoForge 1.21.1. The EmbersText global and the EmbersTextEvents.itemTooltip
client event are the same on all four. The remaining targets have no KubeJS release to
bind to.
  • EmbersText.effects() returns a sorted list of every registered effect name, so a
script can see what the installed version accepts.
  • EmbersText.clearItemNames() drops every rule registered with itemName, so a startup
script can reload from a clean rule set.

# Changelog

## v3.0.4 (2026-09-16)

  • Markup renders in text that mods draw as a plain string, such as Better Advancements
titles, which come from getString() and never reached the component parser.
Font.drawInBatch(String), Font.prepareText(String) and Font.width(String) route
strings with real markup through the component path. Plain text with a stray < or
> is untouched. Font.split(String) and wordWrapHeight(String) still measure the
raw string, so a wrapped plain-string label may wrap early.
  • <neon> halos now follow every drawn quad of a glyph: they rotate with <pendulum>
and <swing>, clip to each <glitch> slice, use the fill colour and grow by the
border width with <outline>, and match the random glyph drawn by <obfuscate>.
  • SDF fonts render with a cleaner edge. The text shader now measures the pixel
footprint of each glyph from the atlas mapping itself, so rotated text (<pendulum>,
<swing>) gets the same one pixel edge as straight text, the old edge sharpening that
thinned every stroke is gone, and small text gets a light stem darkening that fades out
above roughly GUI scale 4. <bold> on an SDF font that has no _bold variant now
emboldens instead of drawing nothing extra, and a custom px_range in a font manifest
is honoured by the shader rather than assumed to be 8. Glyph bearings now use the real
margin of each baked glyph instead of a fixed pad, so wide and narrow letters no longer
sit up to half a unit apart from where the font places them. The on-disk SDF cache
format bumped to version 2 and rebuilds itself on first launch.
  • Unknown or out-of-range effect params log one warning per effect and param per
session, with a pointer to the docs.
  • The KubeJS binding now ships on Forge 1.20.1, Fabric 1.20.1 and NeoForge 26.1 as well
as NeoForge 1.21.1. The EmbersText global and the EmbersTextEvents.itemTooltip
client event are the same on all four. The remaining targets have no KubeJS release to
bind to.
  • EmbersText.effects() returns a sorted list of every registered effect name, so a
script can see what the installed version accepts.
  • EmbersText.clearItemNames() drops every rule registered with itemName, so a startup
script can reload from a clean rule set.

# Changelog

## v3.0.4 (2026-09-16)

  • Markup renders in text that mods draw as a plain string, such as Better Advancements
titles, which come from getString() and never reached the component parser.
Font.drawInBatch(String), Font.prepareText(String) and Font.width(String) route
strings with real markup through the component path. Plain text with a stray < or
> is untouched. Font.split(String) and wordWrapHeight(String) still measure the
raw string, so a wrapped plain-string label may wrap early.
  • <neon> halos now follow every drawn quad of a glyph: they rotate with <pendulum>
and <swing>, clip to each <glitch> slice, use the fill colour and grow by the
border width with <outline>, and match the random glyph drawn by <obfuscate>.
  • SDF fonts render with a cleaner edge. The text shader now measures the pixel
footprint of each glyph from the atlas mapping itself, so rotated text (<pendulum>,
<swing>) gets the same one pixel edge as straight text, the old edge sharpening that
thinned every stroke is gone, and small text gets a light stem darkening that fades out
above roughly GUI scale 4. <bold> on an SDF font that has no _bold variant now
emboldens instead of drawing nothing extra, and a custom px_range in a font manifest
is honoured by the shader rather than assumed to be 8. Glyph bearings now use the real
margin of each baked glyph instead of a fixed pad, so wide and narrow letters no longer
sit up to half a unit apart from where the font places them. The on-disk SDF cache
format bumped to version 2 and rebuilds itself on first launch.
  • Unknown or out-of-range effect params log one warning per effect and param per
session, with a pointer to the docs.
  • The KubeJS binding now ships on Forge 1.20.1, Fabric 1.20.1 and NeoForge 26.1 as well
as NeoForge 1.21.1. The EmbersText global and the EmbersTextEvents.itemTooltip
client event are the same on all four. The remaining targets have no KubeJS release to
bind to.
  • EmbersText.effects() returns a sorted list of every registered effect name, so a
script can see what the installed version accepts.
  • EmbersText.clearItemNames() drops every rule registered with itemName, so a startup
script can reload from a clean rule set.

# Changelog

## v3.0.4 (2026-09-16)

  • Markup renders in text that mods draw as a plain string, such as Better Advancements
titles, which come from getString() and never reached the component parser.
Font.drawInBatch(String), Font.prepareText(String) and Font.width(String) route
strings with real markup through the component path. Plain text with a stray < or
> is untouched. Font.split(String) and wordWrapHeight(String) still measure the
raw string, so a wrapped plain-string label may wrap early.
  • <neon> halos now follow every drawn quad of a glyph: they rotate with <pendulum>
and <swing>, clip to each <glitch> slice, use the fill colour and grow by the
border width with <outline>, and match the random glyph drawn by <obfuscate>.
  • SDF fonts render with a cleaner edge. The text shader now measures the pixel
footprint of each glyph from the atlas mapping itself, so rotated text (<pendulum>,
<swing>) gets the same one pixel edge as straight text, the old edge sharpening that
thinned every stroke is gone, and small text gets a light stem darkening that fades out
above roughly GUI scale 4. <bold> on an SDF font that has no _bold variant now
emboldens instead of drawing nothing extra, and a custom px_range in a font manifest
is honoured by the shader rather than assumed to be 8. Glyph bearings now use the real
margin of each baked glyph instead of a fixed pad, so wide and narrow letters no longer
sit up to half a unit apart from where the font places them. The on-disk SDF cache
format bumped to version 2 and rebuilds itself on first launch.
  • Unknown or out-of-range effect params log one warning per effect and param per
session, with a pointer to the docs.
  • The KubeJS binding now ships on Forge 1.20.1, Fabric 1.20.1 and NeoForge 26.1 as well
as NeoForge 1.21.1. The EmbersText global and the EmbersTextEvents.itemTooltip
client event are the same on all four. The remaining targets have no KubeJS release to
bind to.
  • EmbersText.effects() returns a sorted list of every registered effect name, so a
script can see what the installed version accepts.
  • EmbersText.clearItemNames() drops every rule registered with itemName, so a startup
script can reload from a clean rule set.

# Changelog

## v3.0.4 (2026-09-16)

  • Markup renders in text that mods draw as a plain string, such as Better Advancements
titles, which come from getString() and never reached the component parser.
Font.drawInBatch(String), Font.prepareText(String) and Font.width(String) route
strings with real markup through the component path. Plain text with a stray < or
> is untouched. Font.split(String) and wordWrapHeight(String) still measure the
raw string, so a wrapped plain-string label may wrap early.
  • <neon> halos now follow every drawn quad of a glyph: they rotate with <pendulum>
and <swing>, clip to each <glitch> slice, use the fill colour and grow by the
border width with <outline>, and match the random glyph drawn by <obfuscate>.
  • SDF fonts render with a cleaner edge. The text shader now measures the pixel
footprint of each glyph from the atlas mapping itself, so rotated text (<pendulum>,
<swing>) gets the same one pixel edge as straight text, the old edge sharpening that
thinned every stroke is gone, and small text gets a light stem darkening that fades out
above roughly GUI scale 4. <bold> on an SDF font that has no _bold variant now
emboldens instead of drawing nothing extra, and a custom px_range in a font manifest
is honoured by the shader rather than assumed to be 8. Glyph bearings now use the real
margin of each baked glyph instead of a fixed pad, so wide and narrow letters no longer
sit up to half a unit apart from where the font places them. The on-disk SDF cache
format bumped to version 2 and rebuilds itself on first launch.
  • Unknown or out-of-range effect params log one warning per effect and param per
session, with a pointer to the docs.
  • The KubeJS binding now ships on Forge 1.20.1, Fabric 1.20.1 and NeoForge 26.1 as well
as NeoForge 1.21.1. The EmbersText global and the EmbersTextEvents.itemTooltip
client event are the same on all four. The remaining targets have no KubeJS release to
bind to.
  • EmbersText.effects() returns a sorted list of every registered effect name, so a
script can see what the installed version accepts.
  • EmbersText.clearItemNames() drops every rule registered with itemName, so a startup
script can reload from a clean rule set.

# Changelog

## v3.0.4 (2026-09-16)

  • Markup renders in text that mods draw as a plain string, such as Better Advancements
titles, which come from getString() and never reached the component parser.
Font.drawInBatch(String), Font.prepareText(String) and Font.width(String) route
strings with real markup through the component path. Plain text with a stray < or
> is untouched. Font.split(String) and wordWrapHeight(String) still measure the
raw string, so a wrapped plain-string label may wrap early.
  • <neon> halos now follow every drawn quad of a glyph: they rotate with <pendulum>
and <swing>, clip to each <glitch> slice, use the fill colour and grow by the
border width with <outline>, and match the random glyph drawn by <obfuscate>.
  • SDF fonts render with a cleaner edge. The text shader now measures the pixel
footprint of each glyph from the atlas mapping itself, so rotated text (<pendulum>,
<swing>) gets the same one pixel edge as straight text, the old edge sharpening that
thinned every stroke is gone, and small text gets a light stem darkening that fades out
above roughly GUI scale 4. <bold> on an SDF font that has no _bold variant now
emboldens instead of drawing nothing extra, and a custom px_range in a font manifest
is honoured by the shader rather than assumed to be 8. Glyph bearings now use the real
margin of each baked glyph instead of a fixed pad, so wide and narrow letters no longer
sit up to half a unit apart from where the font places them. The on-disk SDF cache
format bumped to version 2 and rebuilds itself on first launch.
  • Unknown or out-of-range effect params log one warning per effect and param per
session, with a pointer to the docs.
  • The KubeJS binding now ships on Forge 1.20.1, Fabric 1.20.1 and NeoForge 26.1 as well
as NeoForge 1.21.1. The EmbersText global and the EmbersTextEvents.itemTooltip
client event are the same on all four. The remaining targets have no KubeJS release to
bind to.
  • EmbersText.effects() returns a sorted list of every registered effect name, so a
script can see what the installed version accepts.
  • EmbersText.clearItemNames() drops every rule registered with itemName, so a startup
script can reload from a clean rule set.

# Changelog

## v3.0.4 (2026-09-16)

  • Markup renders in text that mods draw as a plain string, such as Better Advancements
titles, which come from getString() and never reached the component parser.
Font.drawInBatch(String), Font.prepareText(String) and Font.width(String) route
strings with real markup through the component path. Plain text with a stray < or
> is untouched. Font.split(String) and wordWrapHeight(String) still measure the
raw string, so a wrapped plain-string label may wrap early.
  • <neon> halos now follow every drawn quad of a glyph: they rotate with <pendulum>
and <swing>, clip to each <glitch> slice, use the fill colour and grow by the
border width with <outline>, and match the random glyph drawn by <obfuscate>.
  • SDF fonts render with a cleaner edge. The text shader now measures the pixel
footprint of each glyph from the atlas mapping itself, so rotated text (<pendulum>,
<swing>) gets the same one pixel edge as straight text, the old edge sharpening that
thinned every stroke is gone, and small text gets a light stem darkening that fades out
above roughly GUI scale 4. <bold> on an SDF font that has no _bold variant now
emboldens instead of drawing nothing extra, and a custom px_range in a font manifest
is honoured by the shader rather than assumed to be 8. Glyph bearings now use the real
margin of each baked glyph instead of a fixed pad, so wide and narrow letters no longer
sit up to half a unit apart from where the font places them. The on-disk SDF cache
format bumped to version 2 and rebuilds itself on first launch.
  • Unknown or out-of-range effect params log one warning per effect and param per
session, with a pointer to the docs.
  • The KubeJS binding now ships on Forge 1.20.1, Fabric 1.20.1 and NeoForge 26.1 as well
as NeoForge 1.21.1. The EmbersText global and the EmbersTextEvents.itemTooltip
client event are the same on all four. The remaining targets have no KubeJS release to
bind to.
  • EmbersText.effects() returns a sorted list of every registered effect name, so a
script can see what the installed version accepts.
  • EmbersText.clearItemNames() drops every rule registered with itemName, so a startup
script can reload from a clean rule set.

# Changelog

## v3.0.3 (2026-08-10)

  • A <scroll> span is now a single unbreakable unit of layout. Multi-line scroll
content garbled into overlapping tiles because the effect measured its width
from the per-frame x progression, which restarts on every wrapped line, so it
sized the whole marquee from the first line alone. A scroll span no longer wraps
and reserves only its viewport width. Text written after </scroll> therefore
starts one viewport past the marquee rather than past the entire hidden string.
  • New [clamp] attribute and clampToScreen(boolean) builder method. Screen
clamping stays on by default; turn it off for a message that is meant to sit
partly off screen. Clamping also no longer inverts on a message larger than the
window, which used to snap it to the wrong corner.
  • The anvil rename limit now counts visible characters. Vanilla's 50 still applies,
but markup tags no longer count toward it, so <rainbow>Excalibur</rainbow> is
9 characters rather than 28. A 256-character raw ceiling keeps a name from being
padded with unlimited markup. On 1.20.1 and 1.21.1 the text field rejects an
over-long name as you type; on 26.1 and 26.2 the server declines the rename,
because those versions removed the text-field filter hook.
  • Removed** the anvil.nameMaxLength server config option. It is replaced by the
rule above and needs no setting. On 1.20.1 it never worked at all, because the
mixin targeted setItemName while the length constant lives in validateName.
  • The continuous message effects breathe, drift, float, grow, rock,
spin and vibrate take three new timing params, so they can run in bursts
instead of looping forever: every (seconds between bursts, 0 for continuous),
hold (seconds a burst lasts) and delay (seconds before the first burst).
Each burst restarts the effect's own clock at zero, so a sine-driven effect
enters and leaves at rest rather than snapping mid-swing. Existing messages are
unaffected; every defaults to 0.
  • <item> and <entity> now take hover and click from an enclosing <hover> or
<click> tag. The parser rebuilt icon spans from scratch and dropped everything
but the icon's own attributes, so wrapping an icon in <click> did nothing.
  • New tooltip attribute on <item> and <entity>. tooltip=true shows the
game's own tooltip for that item or entity, built from the tag's count and
nbt; any other value is used as literal tooltip text.
  • <hover> accepts action=show_item and action=show_entity, so ordinary text
can carry an item or entity tooltip too.
  • The hover region of an inline icon now matches the sprite. It was the icon's
layout advance, which is deliberately 4px narrower than the 16px sprite so icons
tuck into surrounding text, leaving the right edge dead. Chat is now hit-tested
from the drawn sprite rather than the advance.
  • Hover tooltips now work in mod GUIs, not just chat. Vanilla only hit-tests text
in the handful of screens that implement it, so interactive markup in FTB Quests
or any other custom UI had nothing to hook. Each interactive glyph's on-screen
rect is now recorded as it is drawn and tested against the cursor in any screen,
clipped to the active scissor so scrolled-out text is not hoverable. 1.20.1 and
1.21.1 only; 26.1 and 26.2 use a different text pipeline and are not covered yet.
  • Fixed inline icons vanishing once they carried a hover or click event. Deriving
a style through withHoverEvent/withClickEvent dropped the icon's registry id,
so the tooltip appeared over empty space. This also restores icons combined with
<type> and <obfuscate>, which lost them the same way.
  • Fixed the hover and click region of an inline icon. Icons draw 16px wide but rode
on a single space, so only about 4px responded to the cursor, and line wrapping
measured them the same way.

# Changelog

## v3.0.3 (2026-08-10)

  • A <scroll> span is now a single unbreakable unit of layout. Multi-line scroll
content garbled into overlapping tiles because the effect measured its width
from the per-frame x progression, which restarts on every wrapped line, so it
sized the whole marquee from the first line alone. A scroll span no longer wraps
and reserves only its viewport width. Text written after </scroll> therefore
starts one viewport past the marquee rather than past the entire hidden string.
  • New [clamp] attribute and clampToScreen(boolean) builder method. Screen
clamping stays on by default; turn it off for a message that is meant to sit
partly off screen. Clamping also no longer inverts on a message larger than the
window, which used to snap it to the wrong corner.
  • The anvil rename limit now counts visible characters. Vanilla's 50 still applies,
but markup tags no longer count toward it, so <rainbow>Excalibur</rainbow> is
9 characters rather than 28. A 256-character raw ceiling keeps a name from being
padded with unlimited markup. On 1.20.1 and 1.21.1 the text field rejects an
over-long name as you type; on 26.1 and 26.2 the server declines the rename,
because those versions removed the text-field filter hook.
  • Removed** the anvil.nameMaxLength server config option. It is replaced by the
rule above and needs no setting. On 1.20.1 it never worked at all, because the
mixin targeted setItemName while the length constant lives in validateName.
  • The continuous message effects breathe, drift, float, grow, rock,
spin and vibrate take three new timing params, so they can run in bursts
instead of looping forever: every (seconds between bursts, 0 for continuous),
hold (seconds a burst lasts) and delay (seconds before the first burst).
Each burst restarts the effect's own clock at zero, so a sine-driven effect
enters and leaves at rest rather than snapping mid-swing. Existing messages are
unaffected; every defaults to 0.
  • <item> and <entity> now take hover and click from an enclosing <hover> or
<click> tag. The parser rebuilt icon spans from scratch and dropped everything
but the icon's own attributes, so wrapping an icon in <click> did nothing.
  • New tooltip attribute on <item> and <entity>. tooltip=true shows the
game's own tooltip for that item or entity, built from the tag's count and
nbt; any other value is used as literal tooltip text.
  • <hover> accepts action=show_item and action=show_entity, so ordinary text
can carry an item or entity tooltip too.
  • The hover region of an inline icon now matches the sprite. It was the icon's
layout advance, which is deliberately 4px narrower than the 16px sprite so icons
tuck into surrounding text, leaving the right edge dead. Chat is now hit-tested
from the drawn sprite rather than the advance.
  • Hover tooltips now work in mod GUIs, not just chat. Vanilla only hit-tests text
in the handful of screens that implement it, so interactive markup in FTB Quests
or any other custom UI had nothing to hook. Each interactive glyph's on-screen
rect is now recorded as it is drawn and tested against the cursor in any screen,
clipped to the active scissor so scrolled-out text is not hoverable. 1.20.1 and
1.21.1 only; 26.1 and 26.2 use a different text pipeline and are not covered yet.
  • Fixed inline icons vanishing once they carried a hover or click event. Deriving
a style through withHoverEvent/withClickEvent dropped the icon's registry id,
so the tooltip appeared over empty space. This also restores icons combined with
<type> and <obfuscate>, which lost them the same way.
  • Fixed the hover and click region of an inline icon. Icons draw 16px wide but rode
on a single space, so only about 4px responded to the cursor, and line wrapping
measured them the same way.

# Changelog

## v3.0.3 (2026-08-10)

  • A <scroll> span is now a single unbreakable unit of layout. Multi-line scroll
content garbled into overlapping tiles because the effect measured its width
from the per-frame x progression, which restarts on every wrapped line, so it
sized the whole marquee from the first line alone. A scroll span no longer wraps
and reserves only its viewport width. Text written after </scroll> therefore
starts one viewport past the marquee rather than past the entire hidden string.
  • New [clamp] attribute and clampToScreen(boolean) builder method. Screen
clamping stays on by default; turn it off for a message that is meant to sit
partly off screen. Clamping also no longer inverts on a message larger than the
window, which used to snap it to the wrong corner.
  • The anvil rename limit now counts visible characters. Vanilla's 50 still applies,
but markup tags no longer count toward it, so <rainbow>Excalibur</rainbow> is
9 characters rather than 28. A 256-character raw ceiling keeps a name from being
padded with unlimited markup. On 1.20.1 and 1.21.1 the text field rejects an
over-long name as you type; on 26.1 and 26.2 the server declines the rename,
because those versions removed the text-field filter hook.
  • Removed** the anvil.nameMaxLength server config option. It is replaced by the
rule above and needs no setting. On 1.20.1 it never worked at all, because the
mixin targeted setItemName while the length constant lives in validateName.
  • The continuous message effects breathe, drift, float, grow, rock,
spin and vibrate take three new timing params, so they can run in bursts
instead of looping forever: every (seconds between bursts, 0 for continuous),
hold (seconds a burst lasts) and delay (seconds before the first burst).
Each burst restarts the effect's own clock at zero, so a sine-driven effect
enters and leaves at rest rather than snapping mid-swing. Existing messages are
unaffected; every defaults to 0.
  • <item> and <entity> now take hover and click from an enclosing <hover> or
<click> tag. The parser rebuilt icon spans from scratch and dropped everything
but the icon's own attributes, so wrapping an icon in <click> did nothing.
  • New tooltip attribute on <item> and <entity>. tooltip=true shows the
game's own tooltip for that item or entity, built from the tag's count and
nbt; any other value is used as literal tooltip text.
  • <hover> accepts action=show_item and action=show_entity, so ordinary text
can carry an item or entity tooltip too.
  • The hover region of an inline icon now matches the sprite. It was the icon's
layout advance, which is deliberately 4px narrower than the 16px sprite so icons
tuck into surrounding text, leaving the right edge dead. Chat is now hit-tested
from the drawn sprite rather than the advance.
  • Hover tooltips now work in mod GUIs, not just chat. Vanilla only hit-tests text
in the handful of screens that implement it, so interactive markup in FTB Quests
or any other custom UI had nothing to hook. Each interactive glyph's on-screen
rect is now recorded as it is drawn and tested against the cursor in any screen,
clipped to the active scissor so scrolled-out text is not hoverable. 1.20.1 and
1.21.1 only; 26.1 and 26.2 use a different text pipeline and are not covered yet.
  • Fixed inline icons vanishing once they carried a hover or click event. Deriving
a style through withHoverEvent/withClickEvent dropped the icon's registry id,
so the tooltip appeared over empty space. This also restores icons combined with
<type> and <obfuscate>, which lost them the same way.
  • Fixed the hover and click region of an inline icon. Icons draw 16px wide but rode
on a single space, so only about 4px responded to the cursor, and line wrapping
measured them the same way.

# Changelog

## v3.0.3 (2026-08-10)

  • A <scroll> span is now a single unbreakable unit of layout. Multi-line scroll
content garbled into overlapping tiles because the effect measured its width
from the per-frame x progression, which restarts on every wrapped line, so it
sized the whole marquee from the first line alone. A scroll span no longer wraps
and reserves only its viewport width. Text written after </scroll> therefore
starts one viewport past the marquee rather than past the entire hidden string.
  • New [clamp] attribute and clampToScreen(boolean) builder method. Screen
clamping stays on by default; turn it off for a message that is meant to sit
partly off screen. Clamping also no longer inverts on a message larger than the
window, which used to snap it to the wrong corner.
  • The anvil rename limit now counts visible characters. Vanilla's 50 still applies,
but markup tags no longer count toward it, so <rainbow>Excalibur</rainbow> is
9 characters rather than 28. A 256-character raw ceiling keeps a name from being
padded with unlimited markup. On 1.20.1 and 1.21.1 the text field rejects an
over-long name as you type; on 26.1 and 26.2 the server declines the rename,
because those versions removed the text-field filter hook.
  • Removed** the anvil.nameMaxLength server config option. It is replaced by the
rule above and needs no setting. On 1.20.1 it never worked at all, because the
mixin targeted setItemName while the length constant lives in validateName.
  • The continuous message effects breathe, drift, float, grow, rock,
spin and vibrate take three new timing params, so they can run in bursts
instead of looping forever: every (seconds between bursts, 0 for continuous),
hold (seconds a burst lasts) and delay (seconds before the first burst).
Each burst restarts the effect's own clock at zero, so a sine-driven effect
enters and leaves at rest rather than snapping mid-swing. Existing messages are
unaffected; every defaults to 0.
  • <item> and <entity> now take hover and click from an enclosing <hover> or
<click> tag. The parser rebuilt icon spans from scratch and dropped everything
but the icon's own attributes, so wrapping an icon in <click> did nothing.
  • New tooltip attribute on <item> and <entity>. tooltip=true shows the
game's own tooltip for that item or entity, built from the tag's count and
nbt; any other value is used as literal tooltip text.
  • <hover> accepts action=show_item and action=show_entity, so ordinary text
can carry an item or entity tooltip too.
  • The hover region of an inline icon now matches the sprite. It was the icon's
layout advance, which is deliberately 4px narrower than the 16px sprite so icons
tuck into surrounding text, leaving the right edge dead. Chat is now hit-tested
from the drawn sprite rather than the advance.
  • Hover tooltips now work in mod GUIs, not just chat. Vanilla only hit-tests text
in the handful of screens that implement it, so interactive markup in FTB Quests
or any other custom UI had nothing to hook. Each interactive glyph's on-screen
rect is now recorded as it is drawn and tested against the cursor in any screen,
clipped to the active scissor so scrolled-out text is not hoverable. 1.20.1 and
1.21.1 only; 26.1 and 26.2 use a different text pipeline and are not covered yet.
  • Fixed inline icons vanishing once they carried a hover or click event. Deriving
a style through withHoverEvent/withClickEvent dropped the icon's registry id,
so the tooltip appeared over empty space. This also restores icons combined with
<type> and <obfuscate>, which lost them the same way.
  • Fixed the hover and click region of an inline icon. Icons draw 16px wide but rode
on a single space, so only about 4px responded to the cursor, and line wrapping
measured them the same way.

# Changelog

## v3.0.3 (2026-08-10)

  • A <scroll> span is now a single unbreakable unit of layout. Multi-line scroll
content garbled into overlapping tiles because the effect measured its width
from the per-frame x progression, which restarts on every wrapped line, so it
sized the whole marquee from the first line alone. A scroll span no longer wraps
and reserves only its viewport width. Text written after </scroll> therefore
starts one viewport past the marquee rather than past the entire hidden string.
  • New [clamp] attribute and clampToScreen(boolean) builder method. Screen
clamping stays on by default; turn it off for a message that is meant to sit
partly off screen. Clamping also no longer inverts on a message larger than the
window, which used to snap it to the wrong corner.
  • The anvil rename limit now counts visible characters. Vanilla's 50 still applies,
but markup tags no longer count toward it, so <rainbow>Excalibur</rainbow> is
9 characters rather than 28. A 256-character raw ceiling keeps a name from being
padded with unlimited markup. On 1.20.1 and 1.21.1 the text field rejects an
over-long name as you type; on 26.1 and 26.2 the server declines the rename,
because those versions removed the text-field filter hook.
  • Removed** the anvil.nameMaxLength server config option. It is replaced by the
rule above and needs no setting. On 1.20.1 it never worked at all, because the
mixin targeted setItemName while the length constant lives in validateName.
  • The continuous message effects breathe, drift, float, grow, rock,
spin and vibrate take three new timing params, so they can run in bursts
instead of looping forever: every (seconds between bursts, 0 for continuous),
hold (seconds a burst lasts) and delay (seconds before the first burst).
Each burst restarts the effect's own clock at zero, so a sine-driven effect
enters and leaves at rest rather than snapping mid-swing. Existing messages are
unaffected; every defaults to 0.
  • <item> and <entity> now take hover and click from an enclosing <hover> or
<click> tag. The parser rebuilt icon spans from scratch and dropped everything
but the icon's own attributes, so wrapping an icon in <click> did nothing.
  • New tooltip attribute on <item> and <entity>. tooltip=true shows the
game's own tooltip for that item or entity, built from the tag's count and
nbt; any other value is used as literal tooltip text.
  • <hover> accepts action=show_item and action=show_entity, so ordinary text
can carry an item or entity tooltip too.
  • The hover region of an inline icon now matches the sprite. It was the icon's
layout advance, which is deliberately 4px narrower than the 16px sprite so icons
tuck into surrounding text, leaving the right edge dead. Chat is now hit-tested
from the drawn sprite rather than the advance.
  • Hover tooltips now work in mod GUIs, not just chat. Vanilla only hit-tests text
in the handful of screens that implement it, so interactive markup in FTB Quests
or any other custom UI had nothing to hook. Each interactive glyph's on-screen
rect is now recorded as it is drawn and tested against the cursor in any screen,
clipped to the active scissor so scrolled-out text is not hoverable. 1.20.1 and
1.21.1 only; 26.1 and 26.2 use a different text pipeline and are not covered yet.
  • Fixed inline icons vanishing once they carried a hover or click event. Deriving
a style through withHoverEvent/withClickEvent dropped the icon's registry id,
so the tooltip appeared over empty space. This also restores icons combined with
<type> and <obfuscate>, which lost them the same way.
  • Fixed the hover and click region of an inline icon. Icons draw 16px wide but rode
on a single space, so only about 4px responded to the cursor, and line wrapping
measured them the same way.

# Changelog

## v3.0.3 (2026-08-10)

  • A <scroll> span is now a single unbreakable unit of layout. Multi-line scroll
content garbled into overlapping tiles because the effect measured its width
from the per-frame x progression, which restarts on every wrapped line, so it
sized the whole marquee from the first line alone. A scroll span no longer wraps
and reserves only its viewport width. Text written after </scroll> therefore
starts one viewport past the marquee rather than past the entire hidden string.
  • New [clamp] attribute and clampToScreen(boolean) builder method. Screen
clamping stays on by default; turn it off for a message that is meant to sit
partly off screen. Clamping also no longer inverts on a message larger than the
window, which used to snap it to the wrong corner.
  • The anvil rename limit now counts visible characters. Vanilla's 50 still applies,
but markup tags no longer count toward it, so <rainbow>Excalibur</rainbow> is
9 characters rather than 28. A 256-character raw ceiling keeps a name from being
padded with unlimited markup. On 1.20.1 and 1.21.1 the text field rejects an
over-long name as you type; on 26.1 and 26.2 the server declines the rename,
because those versions removed the text-field filter hook.
  • Removed** the anvil.nameMaxLength server config option. It is replaced by the
rule above and needs no setting. On 1.20.1 it never worked at all, because the
mixin targeted setItemName while the length constant lives in validateName.
  • The continuous message effects breathe, drift, float, grow, rock,
spin and vibrate take three new timing params, so they can run in bursts
instead of looping forever: every (seconds between bursts, 0 for continuous),
hold (seconds a burst lasts) and delay (seconds before the first burst).
Each burst restarts the effect's own clock at zero, so a sine-driven effect
enters and leaves at rest rather than snapping mid-swing. Existing messages are
unaffected; every defaults to 0.
  • <item> and <entity> now take hover and click from an enclosing <hover> or
<click> tag. The parser rebuilt icon spans from scratch and dropped everything
but the icon's own attributes, so wrapping an icon in <click> did nothing.
  • New tooltip attribute on <item> and <entity>. tooltip=true shows the
game's own tooltip for that item or entity, built from the tag's count and
nbt; any other value is used as literal tooltip text.
  • <hover> accepts action=show_item and action=show_entity, so ordinary text
can carry an item or entity tooltip too.
  • The hover region of an inline icon now matches the sprite. It was the icon's
layout advance, which is deliberately 4px narrower than the 16px sprite so icons
tuck into surrounding text, leaving the right edge dead. Chat is now hit-tested
from the drawn sprite rather than the advance.
  • Hover tooltips now work in mod GUIs, not just chat. Vanilla only hit-tests text
in the handful of screens that implement it, so interactive markup in FTB Quests
or any other custom UI had nothing to hook. Each interactive glyph's on-screen
rect is now recorded as it is drawn and tested against the cursor in any screen,
clipped to the active scissor so scrolled-out text is not hoverable. 1.20.1 and
1.21.1 only; 26.1 and 26.2 use a different text pipeline and are not covered yet.
  • Fixed inline icons vanishing once they carried a hover or click event. Deriving
a style through withHoverEvent/withClickEvent dropped the icon's registry id,
so the tooltip appeared over empty space. This also restores icons combined with
<type> and <obfuscate>, which lost them the same way.
  • Fixed the hover and click region of an inline icon. Icons draw 16px wide but rode
on a single space, so only about 4px responded to the cursor, and line wrapping
measured them the same way.

# Changelog

## v3.0.3 (2026-08-10)

  • A <scroll> span is now a single unbreakable unit of layout. Multi-line scroll
content garbled into overlapping tiles because the effect measured its width
from the per-frame x progression, which restarts on every wrapped line, so it
sized the whole marquee from the first line alone. A scroll span no longer wraps
and reserves only its viewport width. Text written after </scroll> therefore
starts one viewport past the marquee rather than past the entire hidden string.
  • New [clamp] attribute and clampToScreen(boolean) builder method. Screen
clamping stays on by default; turn it off for a message that is meant to sit
partly off screen. Clamping also no longer inverts on a message larger than the
window, which used to snap it to the wrong corner.
  • The anvil rename limit now counts visible characters. Vanilla's 50 still applies,
but markup tags no longer count toward it, so <rainbow>Excalibur</rainbow> is
9 characters rather than 28. A 256-character raw ceiling keeps a name from being
padded with unlimited markup. On 1.20.1 and 1.21.1 the text field rejects an
over-long name as you type; on 26.1 and 26.2 the server declines the rename,
because those versions removed the text-field filter hook.
  • Removed** the anvil.nameMaxLength server config option. It is replaced by the
rule above and needs no setting. On 1.20.1 it never worked at all, because the
mixin targeted setItemName while the length constant lives in validateName.
  • The continuous message effects breathe, drift, float, grow, rock,
spin and vibrate take three new timing params, so they can run in bursts
instead of looping forever: every (seconds between bursts, 0 for continuous),
hold (seconds a burst lasts) and delay (seconds before the first burst).
Each burst restarts the effect's own clock at zero, so a sine-driven effect
enters and leaves at rest rather than snapping mid-swing. Existing messages are
unaffected; every defaults to 0.
  • <item> and <entity> now take hover and click from an enclosing <hover> or
<click> tag. The parser rebuilt icon spans from scratch and dropped everything
but the icon's own attributes, so wrapping an icon in <click> did nothing.
  • New tooltip attribute on <item> and <entity>. tooltip=true shows the
game's own tooltip for that item or entity, built from the tag's count and
nbt; any other value is used as literal tooltip text.
  • <hover> accepts action=show_item and action=show_entity, so ordinary text
can carry an item or entity tooltip too.
  • The hover region of an inline icon now matches the sprite. It was the icon's
layout advance, which is deliberately 4px narrower than the 16px sprite so icons
tuck into surrounding text, leaving the right edge dead. Chat is now hit-tested
from the drawn sprite rather than the advance.
  • Hover tooltips now work in mod GUIs, not just chat. Vanilla only hit-tests text
in the handful of screens that implement it, so interactive markup in FTB Quests
or any other custom UI had nothing to hook. Each interactive glyph's on-screen
rect is now recorded as it is drawn and tested against the cursor in any screen,
clipped to the active scissor so scrolled-out text is not hoverable. 1.20.1 and
1.21.1 only; 26.1 and 26.2 use a different text pipeline and are not covered yet.
  • Fixed inline icons vanishing once they carried a hover or click event. Deriving
a style through withHoverEvent/withClickEvent dropped the icon's registry id,
so the tooltip appeared over empty space. This also restores icons combined with
<type> and <obfuscate>, which lost them the same way.
  • Fixed the hover and click region of an inline icon. Icons draw 16px wide but rode
on a single space, so only about 4px responded to the cursor, and line wrapping
measured them the same way.

# Changelog

## v3.0.3 (2026-08-10)

  • A <scroll> span is now a single unbreakable unit of layout. Multi-line scroll
content garbled into overlapping tiles because the effect measured its width
from the per-frame x progression, which restarts on every wrapped line, so it
sized the whole marquee from the first line alone. A scroll span no longer wraps
and reserves only its viewport width. Text written after </scroll> therefore
starts one viewport past the marquee rather than past the entire hidden string.
  • New [clamp] attribute and clampToScreen(boolean) builder method. Screen
clamping stays on by default; turn it off for a message that is meant to sit
partly off screen. Clamping also no longer inverts on a message larger than the
window, which used to snap it to the wrong corner.
  • The anvil rename limit now counts visible characters. Vanilla's 50 still applies,
but markup tags no longer count toward it, so <rainbow>Excalibur</rainbow> is
9 characters rather than 28. A 256-character raw ceiling keeps a name from being
padded with unlimited markup. On 1.20.1 and 1.21.1 the text field rejects an
over-long name as you type; on 26.1 and 26.2 the server declines the rename,
because those versions removed the text-field filter hook.
  • Removed** the anvil.nameMaxLength server config option. It is replaced by the
rule above and needs no setting. On 1.20.1 it never worked at all, because the
mixin targeted setItemName while the length constant lives in validateName.
  • The continuous message effects breathe, drift, float, grow, rock,
spin and vibrate take three new timing params, so they can run in bursts
instead of looping forever: every (seconds between bursts, 0 for continuous),
hold (seconds a burst lasts) and delay (seconds before the first burst).
Each burst restarts the effect's own clock at zero, so a sine-driven effect
enters and leaves at rest rather than snapping mid-swing. Existing messages are
unaffected; every defaults to 0.
  • <item> and <entity> now take hover and click from an enclosing <hover> or
<click> tag. The parser rebuilt icon spans from scratch and dropped everything
but the icon's own attributes, so wrapping an icon in <click> did nothing.
  • New tooltip attribute on <item> and <entity>. tooltip=true shows the
game's own tooltip for that item or entity, built from the tag's count and
nbt; any other value is used as literal tooltip text.
  • <hover> accepts action=show_item and action=show_entity, so ordinary text
can carry an item or entity tooltip too.
  • The hover region of an inline icon now matches the sprite. It was the icon's
layout advance, which is deliberately 4px narrower than the 16px sprite so icons
tuck into surrounding text, leaving the right edge dead. Chat is now hit-tested
from the drawn sprite rather than the advance.
  • Hover tooltips now work in mod GUIs, not just chat. Vanilla only hit-tests text
in the handful of screens that implement it, so interactive markup in FTB Quests
or any other custom UI had nothing to hook. Each interactive glyph's on-screen
rect is now recorded as it is drawn and tested against the cursor in any screen,
clipped to the active scissor so scrolled-out text is not hoverable. 1.20.1 and
1.21.1 only; 26.1 and 26.2 use a different text pipeline and are not covered yet.
  • Fixed inline icons vanishing once they carried a hover or click event. Deriving
a style through withHoverEvent/withClickEvent dropped the icon's registry id,
so the tooltip appeared over empty space. This also restores icons combined with
<type> and <obfuscate>, which lost them the same way.
  • Fixed the hover and click region of an inline icon. Icons draw 16px wide but rode
on a single space, so only about 4px responded to the cursor, and line wrapping
measured them the same way.

# Changelog

## v3.0.2 — 2026-07-07

  • The builder effect(...) method now recognizes message effects and message
attributes, not just per-glyph text effects. .effect("rock") or
.effect("sound sound=...") from KubeJS (or Java) silently did nothing
because the name was only looked up in the text-effect registry; it now routes
to the right registry like markup tags do.
  • Text wrapping is on by default so long messages no longer run off screen.
Without an explicit width it wraps to about 90% of the screen, adjusted for
scale. The new [wrap] tag controls it: [wrap false] (or [wrap off])
disables wrapping, [wrap 200] sets an explicit width. The builder gains
wrap(boolean) and wrap(boolean, int) alongside the existing wrap(int).
  • Wrapped and multi-line text now respects align. Each line is centered (or
right-aligned) within the message box instead of always starting at the left.
  • \n in a command now starts a new line, e.g.
/eta send @p 100 line one \n line two.

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

# Changelog

## v3.0.2 — 2026-07-07

  • The builder effect(...) method now recognizes message effects and message
attributes, not just per-glyph text effects. .effect("rock") or
.effect("sound sound=...") from KubeJS (or Java) silently did nothing
because the name was only looked up in the text-effect registry; it now routes
to the right registry like markup tags do.
  • Text wrapping is on by default so long messages no longer run off screen.
Without an explicit width it wraps to about 90% of the screen, adjusted for
scale. The new [wrap] tag controls it: [wrap false] (or [wrap off])
disables wrapping, [wrap 200] sets an explicit width. The builder gains
wrap(boolean) and wrap(boolean, int) alongside the existing wrap(int).
  • Wrapped and multi-line text now respects align. Each line is centered (or
right-aligned) within the message box instead of always starting at the left.
  • \n in a command now starts a new line, e.g.
/eta send @p 100 line one \n line two.

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

# Changelog

## v3.0.2 — 2026-07-07

  • The builder effect(...) method now recognizes message effects and message
attributes, not just per-glyph text effects. .effect("rock") or
.effect("sound sound=...") from KubeJS (or Java) silently did nothing
because the name was only looked up in the text-effect registry; it now routes
to the right registry like markup tags do.
  • Text wrapping is on by default so long messages no longer run off screen.
Without an explicit width it wraps to about 90% of the screen, adjusted for
scale. The new [wrap] tag controls it: [wrap false] (or [wrap off])
disables wrapping, [wrap 200] sets an explicit width. The builder gains
wrap(boolean) and wrap(boolean, int) alongside the existing wrap(int).
  • Wrapped and multi-line text now respects align. Each line is centered (or
right-aligned) within the message box instead of always starting at the left.
  • \n in a command now starts a new line, e.g.
/eta send @p 100 line one \n line two.

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

# Changelog

## v3.0.2 — 2026-07-07

  • The builder effect(...) method now recognizes message effects and message
attributes, not just per-glyph text effects. .effect("rock") or
.effect("sound sound=...") from KubeJS (or Java) silently did nothing
because the name was only looked up in the text-effect registry; it now routes
to the right registry like markup tags do.
  • Text wrapping is on by default so long messages no longer run off screen.
Without an explicit width it wraps to about 90% of the screen, adjusted for
scale. The new [wrap] tag controls it: [wrap false] (or [wrap off])
disables wrapping, [wrap 200] sets an explicit width. The builder gains
wrap(boolean) and wrap(boolean, int) alongside the existing wrap(int).
  • Wrapped and multi-line text now respects align. Each line is centered (or
right-aligned) within the message box instead of always starting at the left.
  • \n in a command now starts a new line, e.g.
/eta send @p 100 line one \n line two.

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

# Changelog

## v3.0.2 — 2026-07-07

  • The builder effect(...) method now recognizes message effects and message
attributes, not just per-glyph text effects. .effect("rock") or
.effect("sound sound=...") from KubeJS (or Java) silently did nothing
because the name was only looked up in the text-effect registry; it now routes
to the right registry like markup tags do.
  • Text wrapping is on by default so long messages no longer run off screen.
Without an explicit width it wraps to about 90% of the screen, adjusted for
scale. The new [wrap] tag controls it: [wrap false] (or [wrap off])
disables wrapping, [wrap 200] sets an explicit width. The builder gains
wrap(boolean) and wrap(boolean, int) alongside the existing wrap(int).
  • Wrapped and multi-line text now respects align. Each line is centered (or
right-aligned) within the message box instead of always starting at the left.
  • \n in a command now starts a new line, e.g.
/eta send @p 100 line one \n line two.

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

# Changelog

## v3.0.2 — 2026-07-07

  • The builder effect(...) method now recognizes message effects and message
attributes, not just per-glyph text effects. .effect("rock") or
.effect("sound sound=...") from KubeJS (or Java) silently did nothing
because the name was only looked up in the text-effect registry; it now routes
to the right registry like markup tags do.
  • Text wrapping is on by default so long messages no longer run off screen.
Without an explicit width it wraps to about 90% of the screen, adjusted for
scale. The new [wrap] tag controls it: [wrap false] (or [wrap off])
disables wrapping, [wrap 200] sets an explicit width. The builder gains
wrap(boolean) and wrap(boolean, int) alongside the existing wrap(int).
  • Wrapped and multi-line text now respects align. Each line is centered (or
right-aligned) within the message box instead of always starting at the left.
  • \n in a command now starts a new line, e.g.
/eta send @p 100 line one \n line two.

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

# Changelog

## v3.0.2 — 2026-07-07

  • The builder effect(...) method now recognizes message effects and message
attributes, not just per-glyph text effects. .effect("rock") or
.effect("sound sound=...") from KubeJS (or Java) silently did nothing
because the name was only looked up in the text-effect registry; it now routes
to the right registry like markup tags do.
  • Text wrapping is on by default so long messages no longer run off screen.
Without an explicit width it wraps to about 90% of the screen, adjusted for
scale. The new [wrap] tag controls it: [wrap false] (or [wrap off])
disables wrapping, [wrap 200] sets an explicit width. The builder gains
wrap(boolean) and wrap(boolean, int) alongside the existing wrap(int).
  • Wrapped and multi-line text now respects align. Each line is centered (or
right-aligned) within the message box instead of always starting at the left.
  • \n in a command now starts a new line, e.g.
/eta send @p 100 line one \n line two.

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

# Changelog

## v3.0.2 — 2026-07-07

  • The builder effect(...) method now recognizes message effects and message
attributes, not just per-glyph text effects. .effect("rock") or
.effect("sound sound=...") from KubeJS (or Java) silently did nothing
because the name was only looked up in the text-effect registry; it now routes
to the right registry like markup tags do.
  • Text wrapping is on by default so long messages no longer run off screen.
Without an explicit width it wraps to about 90% of the screen, adjusted for
scale. The new [wrap] tag controls it: [wrap false] (or [wrap off])
disables wrapping, [wrap 200] sets an explicit width. The builder gains
wrap(boolean) and wrap(boolean, int) alongside the existing wrap(int).
  • Wrapped and multi-line text now respects align. Each line is centered (or
right-aligned) within the message box instead of always starting at the left.
  • \n in a command now starts a new line, e.g.
/eta send @p 100 line one \n line two.

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

# Changelog

## v3.0.2 — 2026-07-07

  • The builder effect(...) method now recognizes message effects and message
attributes, not just per-glyph text effects. .effect("rock") or
.effect("sound sound=...") from KubeJS (or Java) silently did nothing
because the name was only looked up in the text-effect registry; it now routes
to the right registry like markup tags do.
  • Text wrapping is on by default so long messages no longer run off screen.
Without an explicit width it wraps to about 90% of the screen, adjusted for
scale. The new [wrap] tag controls it: [wrap false] (or [wrap off])
disables wrapping, [wrap 200] sets an explicit width. The builder gains
wrap(boolean) and wrap(boolean, int) alongside the existing wrap(int).
  • Wrapped and multi-line text now respects align. Each line is centered (or
right-aligned) within the message box instead of always starting at the left.
  • \n in a command now starts a new line, e.g.
/eta send @p 100 line one \n line two.

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

# Changelog

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

# Changelog

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

# Changelog

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

# Changelog

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

# Changelog

## v3.0.1 — 2026-07-04

  • Fixed a dedicated-server crash when a command built an immersive message,
such as an FTB Quests command reward running /eta queue. ImmersiveMessage
carried its client-only rendering, so loading the class on a server threw
NoClassDefFoundError: MultiBufferSource. The rendering now lives in a
client-only holder, leaving the message data safe to load server-side. This
affected every loader and version; single-player was unaffected because the
client classes are present there.
  • Unwrapped text now honors hard line breaks. Without wrap set, a \n in the
message rendered as a missing-glyph box instead of starting a new line; it now
breaks correctly whether or not wrapping is enabled.

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