Changelog
The story so far
Every push to pugtools gets a one-liner here: new tools, tiny polish, and the occasional why is the repeater facing that way fix. Freshest at the top; scroll down to watch the whole thing grow from an empty repo.
- Updates logged
- 270
- Tools launched
- 54
- Days of building
- 97
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Pick New in 26.3 on any shelf to see just what the update added.
- 90 new blocks and 121 new items, poplar to cushions
- Hay block, poplar hanging signs and parched redrawn on 26.3 art
- Search text no longer runs under the magnifier
- Tile tick circles stay hidden until you point at one
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Villages, bastions and trial chambers roll with every block and piece again after the 26.3 update.
- All 28 structures rebuilt from fresh 26.3 data
- Mossy, cracked and copper swaps apply again
- Damaged structure data now shows an error, not an empty stage
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Build Planner loads its block models in one file and shares textures with the rest of the site.
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Drop a folder of schematics to preview, tag, group and rename them, then export tidy folders.
- Every file gets a 3D preview, drawn once and remembered
- Auto tags for trees, buildings, interiors and roof styles
- Batch rename with tokens, find and replace
- Dataset export with an index and readable block data
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Block names like Cobblestone no longer break mid-word in the Build Planner materials list.
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Every new baby animal joins the Mobs shelf in every look it comes in, 88 tiles in all.
- Every climate of calf, piglet and chick, all 11 kittens and 9 pups
- Each downloads as its flat skin or a 3D render, still or video
- Lambs keep their own wool, trader llama babies their carpet
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The gameβs own clouds, sun and moon over a sky you set the hour on, or let run.
- Time of day from sunrise to midnight, with the sun as the key light
- A day and night cycle that records straight into a video export
- Mobs and players drop below the floor, so they can stand half in a block
- Player skins now come from the same live source as the Skin Editor
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An uploaded background can be scaled and dragged into place, from the Scene tab or the Thumb tab.
- Drag it around on the canvas, scroll to scale
- In thumbnail mode the background sits inside the 16:9 frame it will export to
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Saved files carry the username you looked up plus a timestamp, so a folder of them stays readable.
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Every dataset, the sound library and the schematic exports now ride on Pre-Release 1 (world version 5017).
- Explorer maps renamed again: jungle pyramid, ocean monument, swamp hut, woodland mansion
- Seed Map and Seed Lab build 26.3 worlds from the pre-release
- The API reports 26.3-pre-1 and still treats it as a snapshot channel
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A ruler button by the zoom controls: drag a line across the map to read the blocks between two spots.
- Straight-line distance plus the x and z legs of the walk
- The line stays pinned to the ground while you pan and zoom
- Works in the Overworld, the Nether and the End
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Twenty-six shapes with their own controls, stair and slab smoothing, and a full-bleed blueprint stage.
- Rings, capsules, spirals, vaults, ziggurats, stars and more
- Every shape brings its own knobs: turns, sides, waist, step height
- One toggle fits real stairs and slabs to curved surfaces
- Blueprint look by default; the layer slider peels the model open
- Pick any block in the game, shown as baked 3D icons
- Exported .litematic files carry stair and slab block states
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Hand-drawn tool glyphs retire in favor of the game art the site already leans on elsewhere.
- Nether Portal Calculator, Command Generator, Armor Trim Previewer and the Sulfur Cube guide swap sketched stand-ins for real block and item art, with no chip boxes behind them
- Five weak glyphs redrawn: dice, creeper shape, show, apply, gradient
- 85 unused icons leave the codebase
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Every quantity now shows compact stacks and shulker-box figures, in a wider layout that stops ugly wrapping.
- Stacks + remainder and shulker boxes beside every material
- List, flow graph, checklist, and paste preview all use the same badges
- Wider page, list, and flow cards; breakdowns get their own line
- Craft cards move their checkbox next to the item, like gather cards
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The Add materials picker now scrolls every block and item, smoothly.
- All 1,100+ materials browsable, not just the first 240
- Windowed scrolling keeps it fast on any machine
- The dialog resizes smoothly as a search narrows
- Leather armor icons wear their true in-game brown
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The "Curious about more?" cards swap their generic line icons for actual game pictures.
- A beacon, a torch, an emerald, a creeper render
- Ores, dyes, logs and discs cycle slowly through their family
- Reduced-motion settings get a single still frame instead
- Beacon pyramid stacks tiers from the bottom now
- Beacon radar core sits centered, stat cards stopped bobbing
- Ore chart labels and expand buttons are easier to read
- Light Level Guide scrolls as one page, footer at the end
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The Build Planner materials math steps out as its own tool, with no build required.
- Paste a materials list from anywhere, or import a schematic file
- Add materials by hand, like 3000 gray concrete
- Concrete now breaks all the way down to dye, sand, and gravel
- A crafting flow graph and a step by step checklist
- Gather or craft, set per material
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Pins on the map tools now show the matching Nether or Overworld spot, and Seed Map pins get colors.
- Seed Map, Adventure Map, and Replay Analyzer pins show both dimensions
- Each coordinate row has its own copy button
- Click the pin card teardrop to cycle through seven colors
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Type a biome name and the map finds the nearest one, with an arrow at the edge pointing the way.
- Find biome panel searches within 8,000 blocks of the view
- Off-screen finds get an edge arrow with a live distance
- Click the arrow or Go there to jump straight to it
- Meadow sheds its stony grey for a fresh spring green
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The Resource Calculator flow graph gains a search box, and new builds can start from a materials list.
- Search the flow graph; matches stay lit while the rest dims
- Leftover extras collapse behind a Show all button
- Start a new build from a pasted materials list, from anywhere
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The drawing board goes full width, and a second view stands your curve up as blocks.
- Panels float over an edge to edge canvas and fold away
- A 3D stage shows the curve in blueprint white or any real block
- Smoothing stands stairs and slabs in where they hug the curve
- Download a schematic built from the material you pick
- Measurements read upright and never count a block twice
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The posing stage came back blank for everyone; a stray dependency bump had stopped it drawing.
- Skins loaded fine but the 3D view stayed empty
- A three.js bump split the posing engine across two copies
- The renderer now runs on the single version it expects
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Every tool now colors leaf blocks the way the game does, checked against the decompiled client.
- Block Palette Generator swatches turn green instead of gray
- Cherry and pale oak leaf icons show pink and pale sage, not green
- Pixel Art and Map Art previews stop drawing gray leaves
- Leaf litter renders brown across the 3D viewers
- Mangrove leaves drop an outdated fixed tint
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The pencil and eraser now paint the layer you pick, and box edges stopped bleeding stray texels.
- Right-click the model to switch between the base and outer layer
- A chip on the canvas names the layer the next stroke lands on
- The outer layer takes paint anywhere, empty space included, with a square marking the pixel under the cursor
- A slider sets how solid the outer layer stays while you work on the base
- The eraser gets its own cursor on the model and the texture
- Edges and corners no longer show a dashed line of foreign pixels
- A stroke stays on the surface under the cursor, never sprinkling paint elsewhere
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The site now counts visits and tool use accurately, still without cookies or anything personal.
- Page views no longer overcount map panning as visits
- Tools note when they actually helped, in coarse buckets only
- The privacy page spells out the three values kept on your device
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Seed Map and Seed Lab now check a structure the way the game does, so borderline sites stop disagreeing.
- Villages, outposts, camps and trail ruins checked at their real start
- Ancient cities and trial chambers checked underground, not at the surface
- Bastions checked across their full footprint
- A bastion that cannot generate now leaves a fortress
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The app bar no longer overflows on narrow screens: the dimension switch moves onto the map and the seed field gets its own row.
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Seed Map and Seed Lab can now build worlds with either Java 26.2 or Java 26.3 generation.
- A version picker in the app bar of both tools
- 26.3 brings dappled forests and abandoned camps
- Favorites remember which generation found the seed
- Share links carry the choice across
- Biomes and villages now match the real game everywhere we checked
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The parchment look is now the only look, the Nether is mapped at the lava sea, and the End shows real void, islands and pillars.
- Ancient Cities join the structure list
- Outposts, villages, trail ruins and End Cities follow the real placement rules
- Cave biomes draw as an overlay instead of repainting the map
- Seed Lab gets the same look, copyable seeds and structure toggles
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Replay Recap now reads your replay behind a step-by-step checklist, and the shoutout pill tidies itself away.
- The loading card lists every step and ticks them off as they finish
- The progress bar starts at zero and only ever fills
- The shoutout pill shows its X on hover and bows out after 20 seconds
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The Minecraft Flashback replay analyzer got a new name and a report built around the story of the session.
- The page opens on a real example session, every tab filled
- Overview holds the journey map, elevation and timeline moments
- Share images of the parts worth showing off
- Pins and discovered structures on the parchment map
- A timeline on Mobs, and gear that reads every slot
- Help for the Flashback settings that record more
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Drop a Flashback replay and get the story of your session, read entirely on your device.
- Your route over the terrain you saw, per dimension, with zoom
- Blocks mined, ores struck, fights, pickups, gear progression
- Health through the session, every creature met, and highlights
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Every dataset, the sound library and the schematic exports now ride on Snapshot 9 (world version 5011).
- Baby and variant mob voices join the mob sound set
- New block and item tags from the snapshot
- Enderman and shulker teleport rules picked up from source
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A world seed goes in and a hand-illustrated storybook map poster comes out.
- Trees drawn one at a time, watercolor coasts, cottages at the villages
- Studio adds your own place names and stamped sprites
- Nine border styles, three compass roses, a curved ribbon title
- Terrain datapacks like Continents are drawn too
- Export at print size, up to 8,192 px on the long edge
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Add a Flashback recording to a map you already saved, and Nether or End maps now carry the paths and in-game map coverage from that dimension.
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Import a Java world save, or a Flashback recording, and get a map of the world you actually played.
- Fog lifts over the ground your game loaded, session by session
- Home, portals, last death and found structures marked from the save
- Flashback replays draw the exact path you walked
- A recording alone makes a map of what it saw
- Journey film auto-created; everything stays on your machine
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An "as seen on" pill slides out beside the logo and links to whoever is being thanked, starting with GribleyGames.
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Every structure marker is redrawn as a parchment cutout, chosen from four styles and traced faithfully at map size.
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Pugtools Minecraft data is now available to scripts and AI agents through a public REST API and MCP endpoint.
- Blocks, items, mobs, recipes, villager trades, ore distribution
- Search by friendly names, pinned or latest versions
- Free, read-only, no API key; docs at /developers/
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One switch paints the map like the Adventure Map, parchment and doodles, with the classic structure pins kept.
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Structure tooltips and search messages now punctuate like the rest of the site.
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Load a worldgen datapack zip and Seed Map, Seed Lab and the Adventure Map draw the world it makes, continents and all.
- Packs that reshape continents, like Stardust Labsβ Continents
- The zip never leaves your browser
- Biomes, structures, spawn and relief all follow the pack
- Seed Lab searches the modified world, and Adventure Maps remember their pack forever
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Poses are now shareable links, and exports download with names you can actually recognize.
- The URL tracks your skin, pose, and settings as you work
- Opening a shared link restores the whole setup
- Exports are named like actualpug-wave-2k.png instead of a timestamp
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A Practice toggle lets you play and rehearse on the piano without notes landing on the track.
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A new /media-kit/ page hands out the logo, brand colours, and four looping animations, free to use.
- Marks, wordmarks and lockups as SVG plus large transparent PNGs
- Logo sting, reversed sting, lower third and a looping end card
- Each animation as SVG, WebM with alpha, MP4 and a PNG frame sequence
- Colours copy to the clipboard; usage do and do-not spelled out
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The Build Planner materials list draws Bricks as a 3D block, like every other block in the list.
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Any Java seed, drawn as a hand-inked parchment atlas you can decorate, export, and animate.
- Spoiler Guard reveals only as much of a world as you want
- Freeze a region into a map you own
- Markers, labels, travel routes, fog of war, ornaments
- Full-resolution PNG export and a keyframe video timeline
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Lit campfires throw far fewer embers, and none at all once a block sits on top of them.
- Embers now land on the blocks around a fire instead of flying through them
- A fire walled in on every side keeps its sparks to itself
- Smoke no longer trails a thin bright dash above the column
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All eight statue blocks now render their real posed model everywhere, instead of a blank space or a plain copper cube.
- Standing, sitting, running and star poses
- Each statue turns to face the way it was placed
- Every oxidation stage, waxed or not
- Fills the last eight gaps in the block icon set
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Scrolling to zoom on the Seed Map and Seed Lab now zooms the map without dragging the page along.
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The color details modal becomes a clean reference sheet in light and dark, with labeled recipes and collar previews.
- One page scrollbar, no more nested scrolling
- Every craftable block and item links to its recipe
- Wolf and cat collar renders in all 16 colors
- Recipe results wear the same yield chips as the cards
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The 16-color wall becomes poster cards with baked 3D dye art, true inventory icons, and a flip-open details modal.
- Every dye sprite rebuilt as a lit voxel render
- Cards flip and expand into their details
- Craftable items link to their recipe pages
- A jeb sheep cycles all 16 wool colors
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Profession-colored trade tables, bigger item sprites, a tidier emerald hub, and an alphabetized guides index.
- Modals now match their category colors, scrollbar included
- Trade sprites grow to a readable size
- Wandering trader and llama pose together full-body
- Guides index sorts A to Z
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Every villager trade in Java 26.2, extracted from the game files and grouped by what you actually need.
- All 388 offers across 13 professions and the wandering trader
- Real villager portraits, item sprites and level badges
- Honest odds: how likely each offer is to appear per level
- Biome-locked offers like explorer maps are labeled
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An interactive ore chart built straight from the Java 26.2 game files, with a practical best Y level for every ore.
- Real placement curves for diamond, iron, gold, copper and more
- Practical best Y level, separated from the raw mathematical peak
- Biome context switching where generation rules differ
- Drag the Y slider to compare any height against the peak
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Freehand lines in the top-down view now become proper wall runs instead of splintering into shelves and trapdoors.
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Top-down floor and ceiling art, a taperable curve tool, real block textures, and friendlier controls.
- Viewed from is now front, back, sides, top or bottom
- Top-down drawings become walls, fences, shelves and trapdoors
- Curve tool bends with handles; lines can swell mid-stroke
- Block preview shows real textures; hover names every block
- Materials list gains sprites, stack counts and search
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Fire, lava, water and friends now animate in 3D, with a viewport toggle to freeze them.
- Vanilla-timed texture animation for fire, fluids, kelp and more
- Campfire smoke and torch flames
- Flowing lava wears its proper flow texture on the sides
- Materials list gains name sort and a Show All button
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Overlapping corner planes on the head coin-tossed the depth test; every plane now has exactly one owner face.
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The reference panel pulled itself together: name bar, image, and a bottom rail holding the palette and every control.
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The lone Inspiration panel becomes Reference Images: pin, rename, and hide as many as you like.
- References draw pixel-sharp at any zoom, each with an auto-extracted palette
- Hex and RGB fields stop snapping back mid-keystroke
- The 3D model shows every texel unlit, exactly as painted
- Sampled colors ring for 3 seconds before joining Recent Colors
- The hand tool joins the toolbar, and erasing no longer chews other layers
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The "Find a player or skin" placeholder no longer says "username", so LastPass stops mistaking a gamertag box for a login form.
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Second-layer corner planes now have exactly one owner face, so hat rims stop flickering the wrong color.
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Drop in a skin, or look up any player, and get a three-shot floating-head pack.
- Three camera angles: three-quarter, slight turn, dead-on front
- Each card keeps its own pose, rig, canvas, background and lighting
- Undo/redo, lockable cards, and saved presets you can export and share
- Re-renders live and downloads as a ZIP of razor-sharp PNGs
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A new checkbox drops the hidden support block under Floating candles, for creative builds or existing surfaces.
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Light, collision and shape now come straight from the game data instead of a hand-typed list.
- Campfires glow up their chimneys instead of being boxed in
- Copper lanterns and copper torches finally count as light sources
- Shelves, chains, bushes and dry grass stop counting as spawnable floors
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Curves can now be grouped, aligned, spaced evenly, and copied and pasted with the usual shortcuts.
- Grab points from select mode, or double-click a curve to open it
- A pencil and hand pair over the canvas says which mode you are in
- Adding or deleting a curve no longer yanks the camera
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A new Draw mode fits freehand sketches to editable Bezier handles, and curves now stack as layers.
- Select, move, resize, hide and mirror curves like a design app
- A pointed Gothic arch and one-click presets
- Circle Generator style export with staircase measurements
- Undo/redo throughout
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A short-lived experiment left grass, dirt and stone out of the materials list; the planner counts every block again.
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The second-layer anti-shimmer fix now also covers the Armor Trim Previewer and the next-generation editor.
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The overlay and the body were fighting over the same surface at the seams; the body layer now settles that argument.
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Build Planner, Build Showcase and Spawn Proofing now open on Neighborhood Street, three houses by Gingermold.
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Every 26.2 sulfur and cinnabar block plus the full 26.3 snapshot set is now searchable, placeable and rendered.
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Presets for every letter and digit, plus a loom guide showing the banner after each pattern.
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Gradients now run through up to four color stops with easing, hue blending and three dithering styles.
- 21 ready-made presets from Sunset to Copper Aging
- The palette grew to 209 blocks, each showing its correct face
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The homepage grew a Most popular sort, ranked by real visit counts from our own analytics.
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The Asset Library tile tick moved from the top right corner to the top left.
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The Asset Library download list is now a tally in the app bar, with a tick circle on every tile.
- Download all now previews exactly what you are about to get
- Any 3D shot can be angled and downloaded on its own, zip or separate
- Assets open with named views: Front, Side, Top, Isometric
- The Animate button now says Advanced, which is what it always was
- Fixed a mod tile drawing its flat texture under its baked render
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Asset Library now opens mod jars, read straight off your own machine with nothing uploaded.
- Blocks and items land in the grid, each baking a real 3D icon
- Biomes Oβ Plenty: 499 blocks and 501 items in under two seconds
- Transparency and leaf tints worked out from the textures themselves
- A Textures shelf collects unclaimed art, paintable onto vanilla shapes
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The export panel is now a proper studio: turntable spins, keyframed camera moves, and exports to WebM, PNG sequence or GIF.
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The build script was filing version notes under the old Sound Library name; it now writes where the tool reads.
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A camera button renders the whole Materials List into one tidy image, ready to copy or download.
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The crafting cards swapped hand-drawn glyphs for real item textures, with the star overlay tinted in your design colors.
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The mob that becomes whatever it eats, fully mapped.
- All 12 swallow behaviors with their real in-game physics
- Search any of the 334 swallowable blocks
- An entity sheet plus the 23 damage types a loaded cube shrugs off
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All 16 colors on one wall, tinted with the exact in-game dye colors.
- Every one of the 44 recipes, transcribed from the game files
- Which flowers pay double, the furnace dyes, three ways to blend magenta
- Pick a color and see everything it paints, real sheep included
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Every wood family side by side, tinted with its true average plank color.
- Full block sets from log to shelf
- Trunk heights, sapling rules, bone meal odds and fuel values, extracted from the game code
- A drift test pins all 214 block ids
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The timeline ruler had buttons living inside a button, which HTML forbids; the handles now float as proper siblings.
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Two icon-baking scripts could silently write fully transparent images on a machine with no graphics card; both fixed.
- Nothing shipped that way, but a re-run could have wiped the icons
- The browser settings now live in one place instead of six scripts
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Build Extractor left the flagship row and settled into the tool grid under Build Planning, with its own card.
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Drag a Java world folder onto the page and get a ranked list of everything you built.
- Reads every region file right in your browser, nothing uploaded
- Each build gets a name, a 3D preview, and .litematic, .schem or structure export
- Knows your work from Mojangβs: villages and mineshafts get labelled
- Ranks the house you slept in above a pile you walked past once
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Everything you can see or hear in the game, in one place.
- All 4,843 sounds, searchable, with waveforms and five download formats
- Every block, item and mob as texture, icon or spinnable 3D model
- Mobs play their real animations; exports leave on transparent backgrounds
- Fill the cart and take the lot as a single zip
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The timeline is now a real editor: tracks for shots, music and narration, with trim, cuts and zoom.
- Press S to cut a clip at the playhead; Space plays and pauses
- Pick a song section from a waveform, with a beat-pulse camera push-in
- Stairs stopped hiding neighbor faces, proven against all 1,198 blocks
- Opens on MildMadiβs Mossy Roof House, credit card and all
- Water and lava stopped rendering as grey boxes
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Every tool tile now shows the tool actually doing something, recaptured against the current build.
- Light Level Guide and Spawn-Proof Planner finally have pictures at all
- Fireworks Lab catches the sky mid-barrage; Structure Roller stopped shooting from orbit
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Drop in a schematic and it simulates block light the way the game does, marking every dark spot.
- Place floor grids, ceiling hangs, wall mounts or recessed light blocks
- Fill big volumes with a light lattice, or cover surfaces with carpet and slabs
- One button fills the gaps; export a .litematic overlay with a materials list
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Every block that emits light in Java, ranked brightest to dimmest with a 15-segment meter.
- The gotchas spelled out: sea pickles, cave vines, oxidizing copper bulbs
- Plus spawn light levels and how far a torch really reaches
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The head underside, hands and soles rendered backwards; all now match vanilla, checked corner by corner.
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A second tab is now a genuinely separate skin, and a new Select tool copies texture chunks between tabs with Ctrl+C/V.
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One overzealous CSS rule kept painting the studio wash over every backdrop in dark mode; backdrops now match both themes.
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Build Showcase does everything it did and more, so the old tool is retired and its links forward.
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Torn down and rebuilt on the Skin Editor 3D viewer, checked against the actual game code.
- Helmets render their missing crest layer; left limbs mirror like vanilla
- Every piece is its own card with live previews and per-piece leather dyes
- Presets, poses, backdrops, and an armor stand to hang it all on
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The anvil guide stopped redrawing itself: books glide to their new steps and retired combos shrink away.
- Presets land on the chart one sparkly pick at a time
- Mutually exclusive enchantments grew a little i button explaining why
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Every 3D icon in the crafting grid is twice the resolution, centered, and scaled to fill its slot.
- Buttons render at their true tiny size instead of cosplaying as blocks
- Ingredients drop in clockwise, and the result stops spoiling itself early
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The secret DJ deck now scratches for real in both directions, pitch bending under your hand.
- Loot icons re-baked so the chest finally shows its latch
- Source rows reveal hunting tricks on hover, and the hero fits small screens
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The crafting flow graph stopped strobing on hover, and the ingredient arrows got thicker and easier to follow.
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The Resource Calculator flow graph learned some manners.
- Base materials queue up top; grab-and-place blocks wait below
- Leftovers tuck behind a Show more button
- The graph pans in any direction, and Back walks between views properly
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Pasting a materials list now asks whether to add to the open build or start fresh.
- New offers an open void or the classic stone platform
- Long names stopped folding into one-letter towers in the shopping list
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The shopping list now accepts pasted material lists, with a live preview and honest callouts for lines it cannot place.
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Drop in any schematic and treat it like a product shoot.
- Seven lighting moods and render styles from vanilla to clay and blueprint
- Camera sequences, keyframed flight paths and build reveal animations
- Dimension lines, a player presenter, music with auto ducking, walk mode
- Exports 4K stills, transparent cutouts, and MP4 or WebM video
- All on PugRender, a new shared rendering engine
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A Create video panel records your timeline straight to MP4 or WebM, and the tool sheds its Alpha badge.
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Hit Record and puppeteer the scene: every drag lands on the timeline as editable keyframes.
- Box-select keyframes in bulk and trim with start/stop handles
- Picker cards drag straight into the scene; Space plays and pauses
- Player skins wear their second layer as proper voxels
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The scene builder grew a director chair.
- A keyframe timeline animates every model, the camera and the world
- Mobs and players ride each other using the gameβs real seat positions
- Any skin loads by username or UUID; undo and redo cover everything
- Creepers explode and wardens fire their sonic boom, particles included
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Drop mobs, player skins and real blocks on a stage, pose them, and export thumbnail-ready PNGs up to 4K.
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The two tiles still falling back to a plain icon now show proper screenshots, captured in both themes.
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Bent elbows and knees now bend for real: pick Rounded for smooth curves or Squared for crisp hinged boxes.
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The Crafting Race mini-game left, item cards got compact with chunkier blocks, and Recipe of the Day is a proper showcase.
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Two one-click buttons stamp exports as wood001.png or armorstand001.png, plus a shoutout to Chespi Cash.
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The how-to primer now waits behind the ? button, pulsing gently only if you look lost.
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A leftover test hunting long-gone mob GIFs failed every clean install; it has been retired.
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Every question is a scene now.
- Mob Court holds trial with gavel bangs, verdict stamps and jail bars
- Loot PiΓ±ata swings a bat; Wanted Posters go up on parchment
- A detective villager works the new Crime Scene category
- Mobs render bigger, and right answers speak in their real voice
- A proper sound mixer keeps screaming ghasts polite
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A sweep of wrong answers and repeats across the quiz.
- Skeletons no longer drown in Mob Court; dolphins left the foot races
- Boards never repeat a question or even a wording
- All 87 mobs finally have a voice, squishing sulfur cubes included
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A full polish pass over the Music Disc Guide.
- The chicken jockey icon is finally a baby zombie on its chicken
- The tonearm grew a real bearing, counterweight and stylus
- Filters recolor to match whatever record is spinning
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The inspiration frame hides until hover, so edge pixels are sampleable, and overlay painting reaches both layers unless locked.
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The Hide Guides button sat on top of the hand and pencil toggle; it now lives just below it.
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The crop frameβs top handle hid under the title bar; the image now sits lower with room for every handle.
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Every one of the 22 jukebox discs, with real drop chances pulled from the 26.2 game files.
- Every track playable on a sticky DJ turntable that tints to the record
- Chest odds, the creeper radio trick, and where the new Bounce disc hides
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Brush strokes stop smearing across body parts, layers get padlocks, and an exploded view floats the parts apart.
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Paint straight onto a live 3D model or the flat texture, and export a game-ready 64Γ64 PNG.
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Five new question kinds: peek-through-a-crack, blurry cryptids, color negatives, emoji riddles, and who-am-I mysteries.
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The composer grew up: per-instrument track lanes, a draggable playhead, a piano that drops notes wherever it is parked, and a tidy tabbed side rail.
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Fixed the repeater orientation, taught the redstone to wire itself live as you edit, and tossed in six sample songs to steal.
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Flipped the sign to Open: the note-block song maker leaves alpha with fresh tool-card previews. Come make a bop.
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Little music notes now drift up the page, and the SEO copy was rewritten to promise only what the tool can actually do.
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Build mode arrives: a top-down grid with note blocks, dust, repeaters and a lever so you can lay the circuit by hand.
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Added a put-them-in-order format, six new question categories, and a proper mob police lineup.
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Mob Quiz Show learned seven staged question formats so no two rounds feel quite the same.
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A wiring analyzer now stamps each note block with the tick it truly fires on, and it caught three real layout bugs on the way in.
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A live piano recorder with quantize and automatic octave mapping. Jam on the keyboard and it lands on the grid in time.
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The layout compiler, schematic export, and a 3D build preview join up: draw a tune and watch the contraption assemble.
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The alpha piano-roll composer appears, with an accurate in-browser preview built from the real game samples.
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Extracted every note-block instrument sample and bundled them same-origin so the preview never phones home.
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Mob Quiz Show and Mob Millionaire wear their own hand-picked marquee art on the tool cards, guarded from the screenshot bot.
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Game audio is now served same-origin instead of hot-linking Mojang. Faster, kinder, and it will not break if a CDN blinks.
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Mob Voice Recorder was rebuilt as a full game show, with an intro, a booth, a Mob-o-Meter, and an auto-opening gift at the end.
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The Mob game-show tiles adopt their marquee art and the Roof Designer card finally shows an actual roof.
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Build Planner draws your crafting as a flow graph: arrowed steps, leftover accounting, stonecut-vs-craft ratios, and click-to-pin chains.
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Mob Quiz Show (a board game) and Mob Millionaire (a money ladder) debut, quizzing you on 89 mobs with real sounds and renders.
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Mob Profiles detail pages now play real in-game animations and sounds, so every creature does its little dance.
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Mob Profiles arrives as ornate themed trading cards you can rip open, four to a pack, with stat-based rarity.
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The map fills the screen behind floating glass panels, and a searchable condition picker lets you stack requirements fast.
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A 16-style 3D roof generator with material mixes, curve and kick sculpting, undo/redo, and stair-perfect .litematic export.
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Draw a picture and it becomes a block relief, where stroke thickness turns into depth, ready to build.
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Mob Profiles gains a booster-pack opening experience with stat-based rarity, so the shiny ones feel shiny.
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Roll vanilla jigsaw structures in 3D, lock the pieces you like, and re-roll the rest, bastions and villages included.
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Build Planner's featured builder card was flipped to look left, because sometimes a pixel person just needs a better angle.
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Fixed Mob Profiles refusing to scroll inside the full-screen app shell.
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Build Planner redesigned its Featured Builder card with a proper 3D posed skin render.
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A FIFA-card grid of 89 mobs plus a stat page each, complete with an animated 3D viewer.
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Build Planner now parses builds in a Web Worker with cheaper mesh yields, so big schematics no longer freeze the tab.
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Enchant Optimizer now derives its 39-level cap, rename costs, prior-work penalty and XP curve from data extracted out of the actual game.
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A real 3D item renderer with dye tints pulled from the game item definitions, feeding the recipe book its result icons.
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A long grind through the crafting recipe pages, fixing the papercuts one by one.
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Enchant Optimizer gained a video creator so you can record and share the optimal combine order.
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Updated the Cloudflare deploy and fixed the theme toggle inside Build Planner.
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Sorted out the flat materials list so the numbers add up.
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Posable, customizable 3D Minecraft mobs. Grab a limb and strike a pose.
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A visual firework designer with a faithful 3D preview, 27 presets, and command builders for the latest Java.
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Crafting Race joins the party, alongside polish for the potion, mob-dub, curve and enchant tools.
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Watermarked downloads, scalable labels, and diagonal block measurements for the circle builder.
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Added GIF output and animated-GIF decoding in the browser, no upload required.
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Seed Map gained per-dimension zoom, Nether lava, a real End landmass, and an End-ship finder.
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Structure pins now pop in and out with a radial bounce, and the seed button rolls a proper die.
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Refreshed the stale Seed Map card and corrected the wrong Seed Lab preview on the homepage.
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Right-click anywhere on the Seed Map to drop a personal marker.
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Seed Map can now shade top-down terrain relief, with the controls tucked into the app bar.
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Refreshed the Skin Pose Studio card to a friendly three-quarter wave pose.
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Tidied the Seed Map rail with structure chips, a unified pin tooltip, and seamless tiles.
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Seed Map and Seed Lab swapped to full-color structure icons with friendlier marker interactions.
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A hue-preserving cleanup of the biome colors, and device-pixel tile snapping so the seams disappear.
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Seed Lab now searches by biome as well as structure, with a plain seed-count field.
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Parallelized worldgen over a pool of workers for roughly an 8x faster map fill. Speed you can feel.
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Seed Map adopts a Chunkbase-style palette, quart-detail rivers, progressive level-of-detail, and a clickable spawn pin.
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Two mob-audio tools land: one to remix the game sounds, one to record your own impressions.
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A posable 3D skin viewer arrives, dressed in the pugtools style.
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Seed Map and Seed Lab gained the other two dimensions, lava seas and floating islands included.
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Extracted a shared @pugtools/worldgen core, added structures, and spun up the Seed Lab seed-finder alongside the map.
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Build Planner switched to on-demand 3D rendering and fixed the load flashes.
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Seed Map moved to an R-tree worldgen and a Web-Worker tile renderer on MC 26.2.
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A native in-browser converter for audio and images, powered by a vendored ffmpeg.
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The 3D Shape Generator preview now wears real per-face block textures.
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Armor Trim Previewer added per-piece trims, username skins, and scene controls.
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Blend block palettes into smooth gradients and export a build guide.
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Preview worn armor trims in 3D, recolored on the fly.
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Generate spheres, cylinders and more as buildable block shapes.
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A browsable book of crafting recipes, hundreds of pages of how-to.
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Pull cohesive block palettes for your next build.
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The first world map lands, letting you explore biomes and structures from a seed.
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Turn images into block-by-block pixel-art wall murals.
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A visual /give and /summon builder for modern Java data components.
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Count-up levels, spark bursts on select, drifting runes, and a cascading step reveal.
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Line up your Overworld and Nether coordinates without the graph-paper headache.
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Smooth-scaled hi-res item icons and larger select sprites in the Enchant Optimizer.
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The Enchanting Calculator became the Enchant Optimizer, with a new name, a new URL, and the same math.
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Rebuilt the Potion Guide as a faithful port of the original app, then made it follow the site theme.
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Converted the Circle, Armor Skin, Curve and Potion tools to a full-screen app-mode shell.
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Migrated the Enchant Optimizer, Circle Generator, Curve Generator and Potion Guide into native React islands.
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Migrated the Armor Skin Tool as the first native React island, the template for everything after.
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That is the whole story, and there is more on the way. Go play with the tools β